.«Sfi
NO. 30
MAY 1985
U.S.A. S3.00
CANADA S3.50
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IN THIS
iSSUE:
The ANALOG
Computing
Telecommunications-
i System
Z-Plotter
Loan Shark
Basic Burger m^
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• The best ptjogr^nn^ froa
.• Mew programs n^
If k long I St of t
• Updates anc
• Feedback frol ^^___
• Ihe ilatest *ws on Atari
• New! softviigp demos >
ITechnical^Kistance
Usei^ grc^Rupport
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Think of it. No more
I typing; no more wait-
I I ing. Twenty-four hours a
d^^ the ANALX)G Com-
puting Telecommunications
System (TCS) provides you with
all of the information your Atari
i cpmputer will ever need —
when you need it. It's the
perfect companion to
ANALOG
^ Computing
magazine.
To subscribe on-line using MasterCard or VISA, call:
i K , 617-892-144P .
.|. .OR main your check to:
ANALOG Computing
-' RO. Box 23, Worcester, MA 01603. '
.-. ,0R use the handy card you'll find in the back of
this issue with the Reader Service and Subscription ,
cards: i ' I j
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The ANALOG Computing TCS requires an Atari
computer and modem (disk drive optional).
RATES: $25.00 for 20 on-line hours
• $2Q00 for current ANALOG Computing
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No extra fee for 1200 baud users. I
NO. 30
MAY 1985
THE #1 MAGAZINE FOR ATARI® COMPUTER OWNERS
fUMflk^dE
COMPUTING
FEATURES
BASIC AUTORUN.SYS File . . .Chet Walters
A short autoboot file using any BASIC program with any
filename.
Basic Burger David H. Butler
A commercial quality game demonstrating player/missile han-
dling, combined with an excellent tutorial.
Z-Plotter David Bader
11
35
46
56
76
85
54
66
REVIEWS continued
Panak StrikesI
StfiVfi Panak
69
82
5
6
8
14
19
28
32
34
88
89
Steve reviews Realm of Impossibility (Electronic Arts) , The
Scrolls of Abadon and Beach-Head (Access Software), Spy
vs Spy (First Star Software), and The Serpent's Star (Broder-
bund).
Enhancements to BASIC Bob Curtin
(First Byte)
This program will integrate new features into your existing
BASIC, making it far more versatile.
COLUMNS
Editorial
Reader Comment
An easy to use program which allows you to make three-
dimensional graphs in high resolution mode.
Boulder Bombers . . . Mark Price
An exciting cooperative/competitive game for one or two
players, as you attempt to clear a rock-filled canyon.
Loan Shark Marty Schmidt
How would you like to calculate loan payments, interest rates
and other financial unknowns— easily?
Two-Fifty-Six Graham L. Potter
Exhibits all of your Atari's 256 colors on the screen simul-
taneously.
REVIEWS
US Doubler Russell Haupert
(ICD, Inc.)
Allows your 105Q disk drive to enjoy true double density and
increases the data transfer rate.
Tax Command .... Karl E Wiegers
New Products
Griffin's Lair Braden E. Griffin, M.D.
Ask Mr Forth Donald Forbes
On-Line Russ Wetmore
The End User Arthur Leyenberger
Unicheck
Index to Advertisers
(Practical Programs, Inc.)
An inexpensive tax preparation program primarily designed
for Form 1040.
Reader Service
ANALOG COMPUTING [ISSN U744-'J917) is published monthly for $2B per year by ANALOG 4D0/8D0 Corp., 565 Main SI., Cherry Valley, MA 01611. Second class postage paiil at Worcester, MA and additional mailing ofTices.
ANALOG
COMPUTING
STAFF
Editors/Publishers
MICHAEL J. DESCHENES
LEE H. PAPPAS
Managing Editor
JON A. BELL
Production Editor
DIANE L. GAW
Contributing Editors
DONALD FORBES
BRADEN E. GRIFFIN, M.D.
STEVE PANAK
RUSS WETMORE
East Coast Editor
ARTHUR LEYENBERGER
West Coast Editor
JIM DUNION
Art Director
BOB DESI
Contributing Artist
LINDA RICE
Technical Division
CHARLES BACHAND
TOM HUDSON
TONY MESSINA
KYLE PEACOCK
Advertising Manager
MICHAEL J. DESCHENES
Circulation Manager
PATRICK J. KELLEY
Production/Distribution
LORELL PRESS, INC.
Contributors
DAVID BADER
DAVID H. BUTLER
BOB CURTIN
RUSSELL HAUPERT
GRAHAM L. POTTER
MARK PRICE
MARTY SCHMIDT
CHET WALTERS
KARL E. WIEGERS
U.S. newstand distribution by
Eastern News Distributors, Inc.,
Ill Eighth Ave., New York, NY 10011
ANALOG Computing magazine
(ANALOG 400/800 Corp.) is in no
way affiliated with Atari. Atari is a
trademark of Atari Corp.
WHERE TO WRITE
All editorial material [programs, articles, letters and press releases) should
be sent to: Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603.
Correspondence regarding subscriptions, including problems and changes
of address should be sent to: ANALOG Computing, 100 Pine Street, Holmes,
PA 19043, or call 1-800-345-8112 (in Pennsylvania, call 1-800-662-2444).
Correspondence concerning a regular column should be sent to our editorial
address, with the name of the column included in the address.
An incorrectly addressed letter can be delayed as long as two weeks before
reaching the proper destination.
ADVERTISING SALES
ANALOG Computing
Home Office
Michael DesCheiies
National Advertising
([517] 892-9230
Sweeney & Assoc.
Bck mi
tork. NY 10113
242-3540
Address all advertising materials to:
Michael LlcsChenes — Advertising Production
ANALOG Computing
505 Main Street. Cherrv Valley. MA 01R11
SUBSCRIPTIONS
All subscriptions should be ad-
dressed to:
ANALOG Computing
P.O. Box 615, Holmes, PA 19043
or call our toll-free number:
1-800-345-8112
(in PA 1-800-662-2444)
Foreign subscriptions must be
made payable in U.S. funds.
Subscription prices in the U.S.:
$28 for 1 year; $52 for 2 years; $79
for 3 years.
Subscription prices in Canada:
$36 for 1 year; $62 for 2 years; $89
for 3 years.
Foreign subscriptions: $39 for 1
year; $72 for 2 years; $99 for 3 years.
Airmail is available for foreign
subscriptions at an additional $50
per year.
Please allow four to six weeks for
delivery of your first issue.
PERMISSIONS
No portion of this magazine may
be reproduced in any form without
written permission from the publish-
er. Some programs are copy wri ted
and are not public domain. Any user
groups should contact the publisher
if they are planning to place one of
these programs on any tjfpe of public-
accessed buUetiir board or disks.
AUTHORS
when submitting articles and pro-
grams, program listings should be
provided in printed and magnetic
form, if possible. Articles should be
furnislied as typed or printed copy
in upper and lower case with double
spacing. If submissions are to be re-
turned, please send a self-addressed,
stamped envelope.
PAGE 2 / MAY 1985
ANALOG COMPUTING
BACK ISSUES
ISSUE 18 • Crash Dive • File'em
• Munch'in Climb'in • H:BUG •
Adventure Reviews
ISSUE 19 • Battle in the B-Ring •
A Look at Modems • Bulletin
Board Systems • Siege • Touch-
Tone- Dialer
ISSUE 20 • Buzz-zap! • Scredit •
AlterDOS • Bacterion! • ConTEXT
ATARI PRINTER
UTILITIES!
• 9>*m ft sat riu • if* ruw
ISSUE 21 • Selecting your Perfect
Printer • Matt* Edit • Graph E's
• Spy Plane • Printer Survey
the Aburi
ISSUE 22 • Typing Evaluator •
Math Attack • Micro-Puzzler
• Air Attack • Mathman •
The Reading Program
ISSUE 23 • Fire Bug • Minicomp
• Dark Horse • Climber •
P/M Creator/Animator
BOFFO!
Unlchack
Popotroni
RacG in Space
AtarlCon Report
Circuit Database
Cass9tt9 Compressor
ISSUE 24 • Circuit Database •
Bopotron! • XL-DOS
• Cassette Compressor •
Race in Space • Unicheck
^■■■COMPUTiN Ga^^^
ISSUE 25 • Weather Forecaster •
Androton • Miner Jack • BASIC
Tutorial Part 1 • Adding
BASIC Function Keys
ISSUE 26 • BASIC Tutorial Part 2 •
Robol Raid • Graphics Overlay
• Popcorn • Magic Palette •
PuLse in Action!
ISSUE 27 • English Error Messages
in BASIC •Instant Renumber •
MicroCheck Part 1 • Adventure
at Vandenberg • Screenmaker
ISSUE 28 * MicioCheck Pari 2 •
TwoGun • Cascade • Monthly
Mortgage Calculator • Demon
Birds • MicroDOS XL
ISSUE 29 • RAMCHECK • Revive
Dragonlord • XL Expansion
Connector • Cheep Talk
All back issues $4.00 each
Send check or money order to:
ANALOG Connputing Back Issues
P.O. Box 615, Holmes, PA 19043
MasterCard and VISA orders call:
1-800-345-8112
in PA. 1-800-662-2444
wmm
only«74«^!
With its built-in Modemlink communication programs, the Atari
1030 lets you dial up a variety of information sources, including
the new ANALOG Computing TCS! The 1030 modem comes
complete with built-in software and connects directly to your phone
system and Atari computer serial port. The modem runs at 300
baud, originate or answer mode, and allows you to dial directly from
the computer keyboard. Used in conjunction with special software,
you can send and receive files and programs to your disk drive. Ac-
cess a world of on-line information— for only $74.95!
ORDER
FROM;
ANALOG COMPUTING
P.O. BOX 23
WORCESTER, MA 01603
Name.
Street.
City _
state _
Please send me 1030 Atari modem(s) at a cost of
$74.95 eactn (plus $2.50 shipping and handling).*
Canadian residents, please send U.S. dollars.
OR CALL:
(Credit card orders)
617-892-3488
Zip Code .
THIS OFFER AVAILABLE FOR A LIMITED TIME ONLY.
•Massachusetts residents, add 5% sales tax.
EDITORIAL
Spring is in the air, and with it come
changes at ANALOG Computing.
The first, and most obvious, is a new
format for the magazine. At the top of
each article page, you will see a head-
ing and an "icon" which tell you what
category the article falls under {utilities,
home applications, and so forth). The
new layout of the magazine is modeled
somewhat after the new Atari ST line's
graphic operating system, and is de-
signed to help new readers (as well as
old) to quickly locate the types of arti-
cles they're Interested in.
We are open to your comments and
suggestions about how we can further
improve the new format and make AN-
ALOG Computing even more useful to
you.
The second change is less visible but
just as important as the format change.
It is ANALOG Computing's entry into
the telecommunications field.
Over the last year or so, we at ANA-
LOG Computing have been paying close
attention to the area of telecommunica-
tions with Atari personal computers. We
have made staff members available on
the CompuServe Atari Special Interest
Group (SIG), in order to answer ques-
tions and ask readers what they'd like to
see in the magazine.
In this year, we've seen the number of
user-to-user messages on the SIG grow
past the 94,000 mark. This growth rate
is constantly increasing, with no end in
sight.
We've seen the tremendous power and
potential of personal telecommunica-
tions as authors have submitted their ar-
ticles electronically and our program-
mers have uploaded programs to the SIG
for everyone to use.
In September of last year, ANALOG
Computing publisher Lee Pappas and I
began discussing the possibility of start-
ing up a company-sponsored electronic
bulletin board system in early 1985. We
didn't want an ordinary BBS (i.e., an
Atari 800 with an 810 disk drive running
public-domain BASIC software). Little
did we know what we'd end up with.
As it stands now, the ANALOG Com-
puting Telecommunications System (or
TCS) is based in the programmers' area
of the ANALOG Computing editorial
offices, with four 48K Atari 400 com-
puters, tied together with custom hard-
ware, interfaced with an 11-megabyte
hard disk system. All the computers are
connected to phone lines with Anchor
Mark XII 300/1200 baud modems.
Four people may use the system si-
multaneously, and this number will be
expanded to seven in the near future, as
demand dictates.
The software for the TCS was my de-
partment and has been developed over
the past six months, to the exclusion of
virtually all my other projects (includ-
ing HChess, a chess-like game in ma-
chine language, which I promise will be
in the pages of ANALOG Computing as
soon as possible).
Developing the TCS software was an
education in itself, and I have to give
credit to the people at Optimized Sys-
tems Software, the creators of MAC/65
and the MAC/65 Toolkit. Their products
have been instrumental in the develop-
ment of the TCS's software, which is
100% machine language.
Machine language was chosen for the
TCS in order to get maximum speed,
even in 1200 baud. Even with several
users hacking away at their keyboards,
downloading software and storing mes-
sages, the TCS will zip along at fantas-
tic speed. Users of terminal programs
with XMODEM protocol won't have the
transmission timing problems they may
have experienced on systems like Com-
puServe.
The key to the TCS's usefulness is
software and user support. We will be
doing all we can to provide new pro-
grams on a regular basis, and Charles
Bachand and I will be on-line daily to
answer your questions. If you have origi-
nal programs, subroutines, editorials,
etc. that other users may be interested
in, and you'd like to see them on the
TCS, upload them! We will reimburse
you in free TCS time if we accept your
material. The more programs we have,
the better TCS will be.
In the center of this issue, you will
find a bound-in copy of the ANALOG
Computing TCS user's guide. Carefully
remove the staples, and you've got your
ready-to-use TCS manual. I suggest you
read through it before logging onto the
TCS, in order to familiarize yourself
with the system's operation.
I hope you enjoy both the new maga-
zine format and the TCS. We've put a lot
of effort into both, and will be expand-
ing and improving them further in the
future — to keep ANALOG Computing
the #1 Atari users' magazine and tele-
communications system.
Our thanks.
Finally the staff of ANALOG Comput-
ing would like to thank Mr. Edmund
Miarecki, who was kind enough to pro-
vide us with the Atari 520ST computer
pictured on this issue's cover. D
Hudson~
Chief of Programming
ANALOG Computing
ANALOG COMPUTING
MAY 1985 /PAGE 5
READER
COMMENT
Disks to come.
I have recently noticed that back is-
sues ai-e available in magazine form. Are
these same issues available on tape or
disk? If so, how much per back issue?
Also, how much is the Compendium
on disk?
Does Solid States work on the 800XL?
I typed it in, but there were a lot of
string/DIM errors.
Jim Kelly
Snellville, GA
Because of the huge number of letters
we receive concerning back issues on
disk, we will, in the near future, offer
them for sole.
As far as the ANALOG Computing
Compendium on disk, it is priced at
$35.00, which includes only the disks. To
receive the Compendium disk set, you
must use the order card in the book il-
self The price for the Compendium is
$14.95 + $2.00 shipping and handling.
And, yes. Solid States runs on (he
800XL. It sounds as though you have a
bad BASIC. —Ed.
Keyboard pals.
It is now, al the time of this writing,
a miserable October day in tlie north of
England. I have recently acquired the
most recent issue of ANALOG Comput-
ing on these shores, which was a joyous
moment, indeed!
Let me explain. Here in Britain, we
simply do not have magazines that sup-
port the Atari (nor any machine) tire way
ANALOG Computing does. On top of
that, the most recent issue available is
the April issue! A sad state of affairs, 1
know, but at least we are getting the
magazine — thank goodness.
But now, on to my real reason for writ-
ing. . .1 am aiming to set up some kind
of international "keyboard pal" service.
Basically, the object is to "pair" Atari en-
thusiasts in (to begin with) America and
Britain.
If it is at all possible, I would be grate-
ful if you could let your readers know
this hopeful "service" is aimed primar-
ily at them. Anyone from the States who
is interested should send full details of
themselves, plus how often they would
like to "write" — in fact, as many details
as they can think of, on disk or cassette
(or paper), to me at this address:
Paul Critchlow
29 Tudor Road
Tranmere
Birkenhead
IVlerseyside
L42 5PH
England
No charge will be made, but (there's al-
ways a but!) two I.R.C.s flnternationaJ
Repiy Coupons — available at your post
office) will be warmly received and
will, no doubt, hasten a reply.
Young or old, novice or expert — any-
body is welcome. If this service is suc-
cessful, I promise to keep ANvVLOG
Computing informed as to the progress!
Yours in anticipation,
Paul Critchlow
Planetary Defense
with Touch Tablet.
For all the readers who purchased the
Atari Touch Tablet , instead of the Koala
Pad, I thought you'd enjoy this modii'i-
cation to an earlier ANALOG Comput-
ing game.
This BASIC program will install a
patch in (the assembled version of) Plan-
etary Defense (issue 17), to allow it to
work with either the Touch Tablet or a
joystick.
This modification will only allow fir-
ing from the lei't button. If you would
rather fire from the right, substitute 125
for 124 in I^ino (JO. This program creates
a modified version (PLANETT.EXE) of
the original (PLANET.EXE).
Best regards,
Forrest A. Blood IV
Willingboro, NJ
10 GRAPHICS e:DIM 0LD$(15}
,MEHS(15):? "Place disk co
ntaininq"':? "PLAHETABY DEF
EM5E Object file in":? "Dr
ive 1."
15 ? :? "NaHe of old ob iec
t file";:IMPUT OLDS:? "KaH
e of new object file";:IHP
UT NEH5
20 IF OLD$=NEM$ THEN ? "Du
Plicate file naMes!":GOTO
15
25 TRftP 55:C30:OPEH ttl.4,0
,OLO$:OPEN tt2,8,0,NEHS:? :
? "Creating new prograw. , .
":TRftP 50
30 GET ttl,fl:C=C+l
35 IF C=116 THEH FOR 1=1 T
8: GET f}l,A:READ B:PUT tt2
,B:C=CHH:HEKT I:READ A
40 IF C33052 THEM FOR 1=1
TO 12:GET ttl,A:READ B:PUT
tt2,B:C=C+l:MEXT I:READ A
45 PUT tt2.A:G0T0 30
50 ? :IF PEEK(195)=136 THE
N ? "Done.": END
52 ? "ERROR in prograM!":E
ND
55 ? "ERROR IM FILENAME tSJ
! CUSE 'D: 'J":CL05E «1:CL0
5E tt2:G0T0 15
60 DATA 116,111,117,99,104
, 64 , 116 , 97 , 98 , 73 , 255 ,133,1
45 ,173 ,124 , 2 , 141 , 132 , 2 , 234
,234,234
Magic Palette graphics.
First, I would like to congratulate you
on a "first class" magazine. It's really
great!
Second, I really enjoyed the IVlagic
Palette program, but I have made it even
belter.
Graphics modes 9 and 11 are good,
but it you enter or change the program
to graphics mode .30 or 31, you only get
half a screen, but the pictures are much
better.
PAGE 6 / MAY 1985
ANALOG COMPUTING
If I am correct, graphics modes 14
(full screen) and 15 (full screen) are
available only on the new XL computers
(600XL must have memory expansion).
The following are the changes you'll
need:
59 ? "^Enter graphics Mode
, please"
55 ? :? "IJ single color
(enter 9)"
68 ? :? "2J Mult. color
Center IIJ"
65 ? :? "3) Ned. resolutio
n Center 38 or 31J"
78 INPUT AZl
Change Line 240 to:
248 GRAPHICS AZ1:F0R 1=8 T
38:C0L0R I/2:PL0T I,e:DR
AHTO I, 18: NEXT I: COLOR 7:P
LOT 8,18:l>RAHT0 79,18
By the way, I use a 400 and an 800XL.
Keep up the good work!
Jim Kelly
Snellville, GA
Mating your VCR with
an Atari computer.
The current popularity of VCRs makes
for an interesting equipment marriage
with a computer.
I use my Atari 800XL with a Quasar
(VHS) Video Cassette Recorder You'll
need a video monitor cable — which can
be obtained from Comstar, 5120 Hol-
lister Avenue, Santa Barbara, CA 93105
(805-964-4660); called a Data Spec, it
is model CLC-VEC-5, at a cost of $6.
There are three connectors on this
unit. Plug the 5-pin metal connector in-
to the monitor port at the back of your
800XL. Then plug the red-coded lead
into your VCR video input on the back
of the VCR, and the yellow-coded lead
into the audio input (also on the back of
the VCR). Turn on your VCR, fire up
your computer system, and away we go!
Okay, but what can you do with this
hookup? I use it in my work at school,
to create graphs, pie charts and statisti-
cal information at home (with
B/Graph) , and then take the video tape
to class to demonstrate procedures for
my students. It sure beats setting up all
the computer components, having to
find the correct wires and enough elec-
trical outlets, etc.
Other uses — you've probably thought
of some already. Presentation of your
computer artwork in a slide show video
format is exciting. For the animation
buffs, you're not limited to a few min-
utes but can piece together a longer seg-
ment, perhaps a full length movie!
The Atari's full sound and color come
across on the video tapes. If you have
more time (and money), you can mix
computer material with video camera
material, to produce some interesting
programs.
If you have sound dubbing capability,
music and voice can be added to your
tapes. Lead-in and end credits are open
to your artistic talents. Moving letters,
different colors, sizes and designs are all
possible. I use the Displaymaker pro-
gram for many of these purposes.
Drawbacks or limitations — the Atari
400 does not work with the video cas-
sette recorder (at least, not easily), nor
with a monitor Since I also have two
400s (I'm a member of the $99 club),
400 owners have my sympathy.
Conrad Weiler
Santa Barbara. CA
Send your letters to:
Reader Comment
P.O. Box 23
Worcester, MA 01603
LEARN TO PROGRAM
GRAPHICS. GAMES & SOUND EFFECTS!
NOW SOLD DIRECTLY TO YOU
AT DISTRIBUTOR PRICES
UNITED EDITION BOOK MANUSCRIPTS
Due 1o a publisher's change ol plans, we ofler you two books we
have wfilten. in iheir manuscript lorm. Each comes to you as a
limited, hand numbered edition of over 200 pages, with a comptitt
dlik lull ol sottwiri examples, editors, and assembly language
tools useable by anyone. They are written using BASIC, but the
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ARCADE STYLE GRAPHICS: Many books leach you how to draw a
lew circles or charts. In this book we create a complete, animated
piclure. step by step. Starting with basic concepts, such as using
keyboard characters lor your graphics, the program adds new
Ideas to the screen one al a time, with many examples. The disk in-
cluded rias tools & editors (or character sets and drawing back-
grounds The only book on graphics you need ever buy $39.95
BASIC GAME DESIGN: A fascinating and complete look at how a
designer creates an arcade game, step by slep, IN BASIC You will
build your own version of SPACE INVADERS, using the ideas ex-
plamed in the first book and adding Animation, Sound Effects,
Game Logic, Scoring, and Special Effects. The final game looks
and plays just (ike the original in the arcades. The (u(l disk of soft-
ware includes all examples and editors typed in for you. $39.95
THE MASTER MEMORY MAP: Over 65,000 copies Ol this fine
reference have been sold This book has EVERYTHING you could
want lo know about the machine with 50 sample programs you can
type in II goes through each memory location, tells you what it
does, and wha! you can change lo control the machine yourself,
even if you don't program Specify ATARI. C-64, VIC 20, or IBM
PC. $15.95. ATARI 40 page reference version costs $6.95. All of
Ihe examples already typed in on a disk costs $9.95.
TRICKY TUTORIALS (tm) TO HELP YOU PROGRAM
Each programin this series comes with a disk (32K) or tape (16K},
and a manual up to 66 pages. They are written in a friendly manner
10 be used by beginners or experts alike Over 50,000 sold with
many high rated reviews'
ifl DISPLAY LISTS— Learn lo create your own graphics & text,
modes $9.95. #2 SCROLLING-Explams how to move the
screen you see over maps of graphics or lexl $9,95. If3 PAGE
FLIPPING— Change Ihe entire screen instanlly lo another display
piclure $9.95. #4 BEGINNING ANIMATION-Learn to create the
Illusion ol movemeni using simple shapes $9.95. #5 PLAYER
MISSILE GRAPHICS-Creale your own PACMAN type game while
learning about Collisions, backgrounds. Players, scoring, and
more Our besl seller $14.95. #6 SOUND & MUSlC-Learn a
simple way lo write music and sound effects on your computer
$14.95. m DISK UTILITIES-Seven disk loots, FORMATER. IN-
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mm tSUEST PTRHHICTS
FRon COnPUTERS HRDE SinPLEi
CHARACTER GRAPHICS-Change letter shapes into anylhmg you
wish Includes an editor ihal makes creating and animating the
shapes easy, and a linker ihal actually writes BASIC code A com-
plele game is included as an example 514.95. W GTIA
GRAPHICS-Use graphics modes 9 lo 1 1 lo create 3-D shaoes
place 16 colors on ihe screen at once, and even digilue pictures
using ihese new modes induOes a 9 color piclure edilor similar lo
the ■ Painter' programs and ■Pads thai others sell $14.95.
*10 SOUND EFFECTS-30 simple sound effects like lazers and
bombs, an effects editor explanation how to combine sounds and
graphics, and 16 bi! sounds (or extended range. $14,95. #11
MEMORY MAP TUTORIAL-Examples how to control Ihe cursor,
lexl windows, user keys, )oysticks and paddles, labs, inverse
video, upside down lettering, break key protection and 25 more
$14,95. #12 THE S.A.M. TUTORIAL-Usmg your joystick, you
can learn lo make Software Automaled Mouth sing, change Ihe
sound of Ihe voice, add graphics, explore phonemes, and even
change inflections $14.95. #13 BASIC TOOLS-lncludes the
following tools thai add themselves lo Atari BASIC RENUMBER.
DELETE, TRACE. EXPAND takes programs with many statements
per line and breaks them up lo make the program easy lo read,
OUICKREF lells you the lines & numbers where all ol the variables
and constants are used, LISTER prints out your programs, in-
cluding all of the special characters Ihal you see on the screen (like
hearts and diamonds) $14,95. #14 ADVANCED PROGRAMMING
TOOLS-Machine language lools we use lo write our commercial
programs useable from BASIC or Assembly Tools lor PLAYER
MISSILE MOVEMENT, TIME DELAYS, SOUND EFFECTS PAGE
FLIPPING, MEMORY MOVEMENT, SPECIAL CHARACTER FONTS,
and save FULL GRAPHICS SCREENS (1/10) m seconds DISK ON-
LY $14.95. #15 FANCY FONTS-lnciudes many sample fonts,
an edilor, and adds a new set ol sub routines ihat you can call to
create great displays Load Ihe (onis you create into your EPSON
FX 80 or too computer, print out Ihe fonts on ANY printer as you
creale them $14.95.
We also otter 4 arcade games, 8 childrens educdiional programs,
and 9 others all priced under $15, (or 16K TAPE or 32K DISK!
SEND A SELF-ADDRESSED STAMPED ENVELOPE FOR A COM-
PLETE ATARI CATALOG
Moneyback guarantee if unsatisfied!!
ORDER BY CHECK, VISA. M/C. OR C.O.D.
«DD S3.00 SHIPPING. «D0 $2.00 lor COD. OR 15% FOREIGN
COMPUTERS MADE SIMPLE!
1974 Buck St., Eugene, OR 97405
(503) 344-2767
CIRCLE #101 ON READER SERVICE CARD
ANALOG COMPUTING
MAY 1985 / PAGE 7
NEW PRODUCTS
A ROBOT WORLD THROUGH TELECOMMUNICATIONS
Games Computers Play, Inc. is a new tele-
communications service designed to make the
most of Atari's grapliics capability, in real time.
GCP is more like a world mito itself. What
you see are buildings, corridors and, most im-
portantly, tiny robots. You're here in the guise
of one of these little mechanized marvels, as
are the other users of GCP.
You can interact with them, by using the
joystick to walk up to them and start up a con-
versation. By "walking" into the Post Office,
you can check on "mail" from other users. . .
or slop in at the conference room for a private
(or crowded) discussion. Multi-player games
are available, plus a bulletin board system.
Disk software supplied allows the use of
Atari direct connect modems, MPP-IOOOC, or
a modem connected through an 850. Initial
HCLEDME rn cfmES r.oHf incus i>i,
.,== iinifviliii
sign-up cost is $30.00, which includes software
and five hours of connect time ($6.00/hour).
Games Computers Play, Inc., 112 East Mar-
ket Street, York, PA 17401 — (717) 848-2660.
COMPUTER WORKOUT FOR KIDS
Haydon Books' latest Atari-oriented release,
titled The Computer Workout, is aimed to-
wards children 7 or older. Technical terms
and computer operations are taught, using
word games and "solve it" programs. More
than forty different crossword puzzles, word-
searches and mix-and-match games are in-
cluded in this 62-page book.
■|--JB ■■■■■■" ■ ,_.' ' ■■■■■■■■■
MfoRlColil
^^^m ^^^m «.__ „j. f <• ~i .stta-i ties.
FOR «&tr, 7 AMI US>;
Written by Jim Keogh and Software Lab
East, the price is $2.95 (specify Atari version);
Haydon Book Co., 10 MulhoUand Dr., Has-
brouck Heights, NJ 07604 — (210) 393-6306.
MINDSCAPE ADDS TO SPROUT
Two additional software titles have been
entered in the Sprout software line by Mind-
scape.
,;-i;fi'1:h"»;hri-ji."i;ii.-i;ii""i;fi"-i
'■'■"■■■•"'■■•'"I ■i|l<"Ba<<."i'a!>';
Bife
m
KaitK Boc^ nor Sfe tbw. i
Castle Clobber.
Aimed at 4- to 8-year-olds, Castle Clobber
assists in teaching children logic, concentra-
tion, memory and other skills, while putting
them in a game-typo scenario.
The child must help Tonk rescue toys from
the evil Cork in TinkTonkLand. This graph-
ics adventure is comprised of five distinct
educational games.
In Subtraction Fair, a child maneuvers Tink
to five different game booths: a Magic Show,
Bear IDare, Ring the Bell, Witch's Brew and
Dunk Cork. Each of these contests helps to
teach basic mathematics, memory and con-
centration skills. Both games feature bright
graphics, music and animation.
Priced at $24.95 each, from Mindscape,
BRODERBUND'S PRINT SHOP
The Print Shop enables you to design,
write and print your own stationary, letter-
heads, banners and greeting cards, using easy
text-editing features plus left and right justi-
fication. Eight type styles are supported in
several solid, outline and three-dimensional
fonts, along with nine different border de-
signs, ten abstract patterns and several doz-
en pictures and graphics.
The Print Shop also includes a colorful va-
riety of pin-feed paper and matching enve-
lopes, along with an illustrated manual and
reference card. Most printers with graphics
ability are supported.
Price is $44.95 through Broderbund Soft-
ware, 17 Paul Drive, San Rafael, CA 94903
— (415) 479-1170.
MHAT IS
THE RIGHT
ANSWER?
■f%^
PKES'j THr *mH»fR.
Subtraction Fair.
Inc., 3444 Dundee Road, Northbrook, IL
60062 — (312) 480-7667
PAGE 8 /MAY 1985
ANALOG COMPUTING
THE LATEST IN DISK STORAGE
The FACPAC disk storage line is avail-
able in five different formats: for the 5 'A "
disks, there is a 5-, 10- or 50-pack disk
holder; for the newer 3Vz" disks, a 10- or
25-pack holder is manufactured.
The 10-pack containers feature a pivot-
ing lever that opens the case and allows its
use as a handy desktop disk holder. The
5 'A " floppy holder that stores five disks is
ideal for safely transporting disks.
FACPACs retail at: $6.fl5 for the S'A"
10-pack; $19.95 for the SVz" 2,'5-pack; $6.95
for the 5 'A" 5-pack; $6.95 for the 5 'A"
10-pack; and $24.95 for the 5 'A" 50-pack.
From Norwesco. Minneapolis, MN 55420.
AUNT PRUNELDA'S INHERITANCE
This game is designed to teach its players
"the cause and effect relationships of current
events and prices." The actions of each play-
er effect the whole game, as good and bad for-
tunes are seen by all.
SS HOU-S'ZMG
By investing in the stock market, trying
your luck in the casino or sabotaging your op-
ponents, you try to amass the largest fortune
in the game, thus receiving all of Aunt
Prunelda's money — and winning the game.
A game for one to four players; requires
48K and a disk drive; printer optional. The
cost is $27.95, Ivlarket Directions, 20 East Mil-
waukee St., P.O. Box 702, Janesville, WI
53547 — (608) 754-7818.
BOUNTY BOB STRIKES BACK!
The long-awaited sequel to Miner 2049er
is now available, and it features Bounty Bob
in twenty-five new screens. Slightly improved
graphics and new soimd effects also add to
this 40K ROM cartridge.
New "hardware" is an attraction — things
like suction tubes, a grain elevator and a gra-
vity lift. Other additions include an extensive
option list, which allows you to (semi-)tailor
the game to your abilities, and an elaborate Bounty Bob's here.
high-score screen. A colorful instruction sheet/poster is also included in the package.
Bounty Bob sells for $49.95, from Big Five Software, P.O. Box 9078-185, Van Nuys, CA 91409
— (213) 782-6861.
COMPACT COMPUTER DESK
The model CT137, an arborwood vinyl finish computer desk by Bush, is out. It features
"vertical storage," designed for the computer user whose working area is limited . . .or for those
who simply want the most efficient computer center possible.
With its dimensions— 52" high, with a width of 49" and a depth of 24" — this attractive
desk can easily support a wide variety of your
computer equipment, while taking up the
minimal amount of space in your home to do
so.
The large desktop with its tapered front
contains a drawer for convenient storage of
paper or other supplies. Both the monitor and
storage shelves are adjustable, while a very
useful, fixed bookshelf can be found on top
of the unit.
The model 0X137 is available at a cost of
$219.95. For more information, you should
contact Bush Industries, Inc., Oak Street, Lit-
tle Valley, NY 14755 — (800) 228-BUSH (in
New York, call 800-248-BUSH).
ST NEWS — PROGRAMS FOR GEM
Lifetree Software has recently reached an agreement with Digital Research Inc. to develop
application programs for Digital's GEM (the operating system in the new STs). Lifetree is known
for their bestselling Volkswriter word processor.
The first translation in the works is said to be an enhanced version of Volkswriter Deluxe,
with the GEM graphics added to increase its ease and power.
Digital Research is planning to handle the marketing of any programs thus developed.
The CT137
'vertical storage"
by Bush.
desk
ANALOG COMPUTING
MAY 1985 / PAGE 9
A
A
Vastly SUPERIOR to any translation programs
available! FOR ATARI
1200XL/600XL/800XL with 64K.
ATA [?| " (Please specify computer model number!) ATARI "
$69.95 (Rom) TUr $69.95 (Rom)
$49.95 (D or C) ' " ^ $49.95 (d or c)
XL "FIX"! "
The Atari XL series computers represent power, sophistication, and
flexibility virtually unrivalled in todays hiome Computer Market,
With "approximately" 30-40% of existing software being "incom-
patable", a real, and serious problem exists. Because of this we
have developed THE XL "FIX"!
ADVANTAGES over cheaper "translation products":
1 The XL "FIX"! is capable of fixing more software ... an estimated
30% more software!
2. The XL "FIX"! is available in DISK, CASSEHE, and now ROM!
3. XL "FIX"! versions fix ALL THREE types of software (Disk - Cassette -
and Cartridges!)
4. The XL "FIX"! (disk or cossette) adds OVER 4K of usable RAM to your
computer (anyone using Data bases or Word processors will really
appreciate this feature!)
5. You never hove to hold the OPTION button down on 600XL or
800XL computers!
6. VERY IMPORTANT! You need to load the XL "FIX"! only once ... you
can change disks, cassettes, or cartridges without rebooting the XL
"FIX"! each time (disk or cassette)!
7. The ROM version is instantaneous upon computer power up, has a
high speed cursor, is instantly switchoble to your original operating
system, will work with 16K 600XL's, and more!
The XL "FiX"! ... another SUPERIOR product! 64K required!
DISTRIBUTOR/DEALER inquires weicome
Mastercard-Visa-Money
Order or Cashier Check.
Phone (716) 467-9326
Piease specify computer
model number!
Send S49.95 ($69.95 for Rom)
plus S4 shipping and handling
(N.Y.S. residents please add 7%) to:
COMPUTER SOFTWARE SERVICES
P.O.Box 17660
Rochester, New York 14617
A
ATARI
ONLY
$49.95
PROTECT your DISK programs and
files BEFORE lending them out!
THE
"PROTECTOR''!™
A
ATARI
ONLY
$49.95
includes hardware and software! The "PROTECTOR"
produces a true BAD SECTOR GENERATOR which will allow you
to create BAD SECTORS wherever you wish (approximately 10
per second!). You'll never have to fool with ridiculous speed
adjustment or tape jerking schemes again! Simple do it
yourself installation requires 15 to 20 minutesi
The DISK software is the most versatile that we've ever seen
and it's lightning FAST! Allows you to move and rearrange data
anywhere on the disk, scrambles directories making them un-
accessible to others, and offers INSTANT mapping of file disks
(requires one second for ENTIRE disk!). Simple operation.
All these features are done from a 720 sector FULL VIEW
map for total operator viewing and simplicity!
Multiple drives
Digifiol SECTOR indicator
Directory scrambler
Moves/arranges data
Selectable read/write
Selectable start/end
Hex conversion
Disk Duping
Disk mapping
Instant map
Compaction
Fast formating
Auto-formating
Bod sector memory
Instant restart
Multiple copy function
DEAlfR/DISTRIBUTOR INQUIRIES WELCOME!
Our other fine products include
THE "PIU" and THE "SIUNCER".
Send S49.95 plus $4 shipping
and handling (N.Y.S. resi-
dents add 7% soles tax) to:
COMPUTER SOFTWARE
SERVICES
P.O. Box 17660
Rochester, New York 14621
Phone Order:
(716) 467-9326
Mastercard-Visa-Money
Orders or Bonk Checks. Atari
is a TM of Atari Inc. The
"PROTECTOR" is a TM of
COMPUTER SOFTWARE
SERVICES (division of S.C.S.D.,
Inc.) 1007o WARRANTY
(replacement only ■ no
refund policy.)
A
ATARI
ONIY
$149.95
For years they said it couldn't be done .
((
THE
IMPOSSIBLE"!
rs> they claimed!
A
ATARI
Backup almost any disk currently available (even heavily protected programs) with an UNMODIFIED disk drive! $149.95
Works with ANY disk drive!
PURPOSE: The "IMPOSSIBLE" was developed in response to the estimated half million disk drive users that own a drive other than the Atari 810 (Indus Per-
com, Trak, Rana, Astro, etc.) that wish to BACK UP their protected software. Due to a radically new technology developed by Computer Software Ser-
vices, modification to your disk drive has been eliminated! The advantages ore obvious! Drive warranties are not vioiated, the chance accidental
damage has been eliminated, etc., etc.
OPERATION: The "IMPOSSIBLE"! consists of a disk program (unprotected so you can make as many backups as you wish) and o 4K STATIC RAM pack
which is inserted intoyour computer (no soldering!)The "IMPOSSIBLE"! will read your program disk and then re-write it In on unprotected format! You may
make additional backup copies using a sector copier or even regular DOS! Because your backup copy no longer has BAD SECTORSor EXOTIC FORMATS,
the program data can now be manipulated into DOS compatable files (even double density!), transfered to cassette, etc. (with the aid of our Soteiiite
programs!) No user programming knowledge required. A few programs require logical thinking,
FEATURES: 1. Backup protected disks 5. AFSD-Automatic FUZZY Sector Discrtminator
2. Handles most MULTI-LOAD programs 6. Expands computer memory to 52K usable
3. Makes DOS files (with Satellite option) 7. Simple NO SOLDER installation
4. Up to 90K data input capable 8. Satellite expandable
PROJECTED SATELLITES: A "COMPACTOR" program which will convert your program into DOS compatable files (double density compatable!) for the
storage of several programs on one disk. A "COLUMN 80" program for Word Proccessing, etc. It allows 80 columns on the screen! The "XL-MATE" will allow
programs made with your 400/800 "IMPOSSIBLE"! to now play on your XL Computer! The METAMORPHOSES II program will oilowyou to convert your pro-
tected CASSETTES info disk DOS files and vice-verso. All satellite programs must be used with inconjunction with The "IMPOSSIBLE"!
REQUIREMENTS; The "IMPOSSIBLE" diskette, the 4K STATIC RAM pock, o 400 or 800 computer (please specify!) with 48K and "B" Rom's, NOTE! The very oid
ATARI computers were shipped with "A" Rom's which hod some serious "Bugs". Even if you don't own an "IMPOSSIBLE," you should upgrade to "B" Rom's
(simple to install!) We hove them available at a very inexpensive price. CALL US! "XL" version available soon!
NOT A PIRATING TOOL: We at C.S.S. did not design The "IMPOSSIBLE"! to put Software Manufactures out-of-business overnight! Nearly oil of our products
have been "ripped-off" by industry parasite who have little or no abiiit/ to develop a product of their own so we con sympathize with their dilemma. All
C.S.S. products have built-in safe guards which prohibit their use for flagrant pirating. The "IMPOSSIBLE"! is no exception! While The "IMPOSSIBLE"! back-
up the most heavily protected programs, it also checks to see that the 4K STATIC RAM pock is installed before allowing the backup copy to
execute!
EXAMPLES: The "IMPOSSIBLE"! has been tested on 300 of the most pop-
ular and hc.'.'iN' protected programs we could find. With nearly 4000
programs for Atari, we DO NOT guarantee that it will backup all pro
grams in the past-present-and future! We will supply updates at $6 each
(non-profit!) if and when necessary. Programs we hove successfuily
backed up include: Blue Max, Visi-cal, Archon, Mule, File Manager 800
+, Syn Cole, Syn File, One on One, 7 Cities of Gold, Super Bunny, Load
Runner, Drol, and Gumboil iust to name a few!
Mastercard-Visa-Money
Orders or Cashier Check,
Phone:(716)467-9326
Please specify computer
model number!
Send $149.95 plus
$4 shipping and handling
(N.Y.S. residents please add 7°^
COMPUTER SOFTWARE SERVICES
P.O. BOX 17660
ROCHESTER, N.Y. 14617
CIRCLE #102 ON READER SERVICE CARD
16K Disk
TUTORIAL
Q
BASIC
AUTORUN.SYS
File
by Chet Walters
Yes! Another one. I know you've got BASIC AUTO-
RUN.SYS filemakers coming out of your ears. But this
one's different! Sure, sure . . . that's what they all say.
No, really! Before you string me up, give a listen.
This one is very short (100 bytes or so) and it'll
autoboot any BASIC program using any filename. But
it does more than that.
For one thing, it won't leave you looking at any
READY prompts or blank screens while the program
loads. It prints LOADING then the filename to let you
know just what's happening.
It'll also accept a filename up to twenty characters
long. So, if you type your actual filename and leave
a space (or any illegal filename character), you can
have it print LOADING SNAKE[?!) or, perhaps.
LOADING MENU, PLEASE WAIT.
It's a very short program to key in (should only take
ten minutes or so), and if you check the trailing
REMs, you can see that you have a few alternatives.
Designed primarily for DOS 2.0, it works with any
DOS that recognizes AUTORUN.SYS files.
Just type it in (don't change anything) and follow
the directions on the screen when you run it. It cre-
ates the AUTORUN.SYS file in about four seconds,
then you're ready to go!
Try it — you might like it. May all your boots be
shining! □
BASIC listing.
5 REH D:RUNAUT0.BA5iC
6 REM by CHET WALTERS tcJ 84
7 REM
10 GRAPHICS ; 5C=PEEK C88} *256*PEEK <83>
: DIM AS {213 . B5 C21) -.^ -.-^ "\MSSMI3BESM
RUN FILE WILL BE DELETED
13 LLUSE Hi
FRAP 68 !
:? "UiBMiaasnBM
'■:? :? "ENTER NA
T DISKETTE IN DRIOE
ME OF FILE TO AUTORUN'
flBltnJ"lg|sggl^^"^ =^^'^'^^^*^'^
30 OPEN ttl,4,0,BS:CL0SE »1:? "B"; .-POKE
85,0:? B$
35 ? :? :? "CREATING FILE, DON'T INTER
RUPT" : OPEN ttl , 8 , , "D : AUTORUN . SV5"
40 FOR 1=0 TO 49:READ A:PUT ttl,A:NEKT
45 FOR I-O TO 20: PUT til, PEEK (SCH^I) :NEX
50 FOR 1=0 TO 42:READ A:PUT tll,A:NEXT
I: CLOSE ttl
55 ? "B^AUTORUN FILE FOR":? AS:? "IS N
OW":? " TO":? "Rliatf"; :END
60 CLOSE ttl:? CHRSC253 1 ;ERR=PEEK HS5J ;
IF ERR=170 THEN ? :? " IJim;[iillj[illi:i>lMI
":GOTO 15 - ... ,„Mut
65 IF ERR=5 THEN ? "MUST BE AT LEAST T
HO CHARACTERS": GOTO 15
70 IF ERR0167 THEN ? "8*11333111] ";ERR
:GOTO 15
75 POKE 84.3:? "[ISOBDQQBEniiECnEMSIOi
BEBdlSBD" : ? :? "PRESS >> return <<thice
TO":? "REPLACE EXISTING FILE OR"
80 ? "TYPE DOS TO CHECK MENU":? :? :?
"XIO 36 , ttl , , , " ; CHRS C34 J ; "D : AUTORUN . S
YS" ; CHRS C34} ; " : G . 30" : POKE 84 , 7 : END
82 DATA 255,255,0,6,101,6,160,158,162,
36,142,197,2,142,23,208,142
ANALOG COMPUTING
MAY 1985/ PAGE 11
BASIC AUTORUN.SYS co^ui^med
84 DATA 240, 2, 18?, 28, 6, 145, 88, 136, 202,
16,247,169,13,141,74,3,96
86 DATA 56,29,53,51,50,8,17,22,16,17,9
,26,50,53,46,2
88 DATA 104,141,240,2,168,170,145,88,2
00 , 192 , 129 , 144 , 4 , 189
90 DATA 94,6,232,192,140,208,241,142,7
4,3,202,142,197,2,96
92 DATA 0,44,47,33,36,41,46,39,226,2,2
27,2,0,6
93 REH
94 REH FOR QUIET LOAD CHANGE-> 240,2
TO 65,0 IM LINE 88 CCURSQR HILL REMAIN
INVISIBLE)
95 REH
96 REM TO HAVE NO TEXT APPEAR CHANGE->
2 TO 6 IN LINE 90
97 REM
98 REH TO MAKE 5Y5TEM RESET CAUSE COLD
START CHANGE-> 197 TO 68 IN LINE 90
(THE TEXT HON'T APPEAR HOHEVER)
99 REM PROGRAM LOADED SHOULD ISSUE A
GRAPHICS STATEMENT TO RESTORE COLOR &
CLEAR THE SCREEN
CHECKSUM DATA.
[see page 34)
5 DATA 292,43,999,50,143,567,872,756,1
60 , 909 ,126,984,907, 755 , 881 , 8444
70 DATA 457,920,458,702,683,681,289,27
4,63,276,8, 282 , 284 , 288 , 241 , 5906
99 DATA 489,489
Chet Waiters is president o/Non-Stondard Magic'
in Girard, Ohio (producers of Picture Plus and List-
er Plus] and an assembly technician for General Mo-
tors. He's been worJcing with Ataris for nearJy four
years and donates liis time to local schooJs (witii
Atari systems). He has taught BASIC privately and
in the classroom.
FOR ATARI *400/800/1200/600XL/800XL'
■31^
M. ^®SS
For ATARI 800XL, 600XL with 64k.
Replacement operating system to run the
vast majority of all ATARI software. No
translator or disk to load!
Proper RESET operation especially impor-
tant for programs like LETTER PERFECT,
DATA PERFECT, TEXT WIZARD, etc.
One touch access to extra RAM, all RAM.
One touch BASIC on.
Easy plug in installation.
NOW INCLUDES DUAL OPERATING
SYSTEM BOARD!
* Includes MacroMon XL which is an ex-
cellent, unique monitor for beginner and
pro alike — written especially for the BOSS.
$79.95 for 800XL/600XL with 64K*.
All
M
Hen
acroware
PRIISTI^IZ
An all machine language lexl,
graphics, mixed mode dump for EP-
SON, GEMINI, NEC, PROWRITER,
OKIDATA, M-T SPIRIT, 160L,
KXP-1090, DMP-80, ISD 480,
SEIKO/AXIOM CP550A.
Self booting can be used while pro-
gramming or even running other pro-
grams.
Works with or without BASIC,
ED/ASM, PILOT, LOGO. Calendar
generator. Horizontal format allows
text to be continued in same direction.
Change widths, height, center and
much more from the keyboard or your
program. Special handlers for PAINT,
Micro-Illustrator, LOGO, Micro-
painter, etc. Includes LISTER program
for inverted and special characters plus
demos and ideas. $29.95» 16K Disk-
All Interfaces.
diskwiz-ll
Fast and easy to use repair, edit, ex-
plore, dup, disk utility package. Single
load, single or double density. Special
printout capabilities.
Repair or change of linked D052 or
OSA-F2 files, directories, dup
filenames. Fast searches, mapping, file
trace. Disassembler, speed check and
much more! Low priced, fast, easy,
and powerful! $29.95 16K Disk.
Send s.a.s.e. lor update into.
•TERMS: U.S. funds: check or M.O.
add $2.50 shipping/handl-
ing add 6% CA - 6.5% LA
COUNTY add $3.00 for
C.O.D. No charge cards ac-
cepted add $2.50 foreign
orders normally out within
48 hours.
P.O. BOX 2205/REDONDO BEACH, CA 90278
(21.3) 376-4105
* Tr.Klemjrk of Atari, Int.
CIRCLE #103 ON READER SERVICE CARD
PAGE 12 / MAY 1985
ANALOG COMPUTING
SUPERPRINTER
PACKAGES
Gemini 10X and
U-Print A 319.00
Gemini 10X and
Apeface XLPS 319.00
Panasonic 1091 and
U-Prinl A 364.00
Panasonic 1090 and
U-Print A 279.00
Legend 880 and
U-Print A 309.00
Prowriter and
U-Print A 385.00
No additional ship, charges on
printer packages in Cont. USA
Bring the trivia craze home
with P.Q. The Party Quiz
Game for the Atari 800 &
800XL (disk only) 49,95
A ATARI
ATARI isatrademark of ATARI, INC.
Atari Inc. has cut all
hardware and soft-
ware prices. Please
call for latest prices!!
PRINTERS
Axiom AT-550... 279.00
Epson Call
Prowriter I 309.00
Riteman Call
Silver Reed Call
Toshiba 1340 Call
Toshiba 1351 Call
Silver Reed Call
Legend 880 239.00
Panosonic 1090 .219.00
Panosonic 1091 .285.00
.IL
micro nics-ific
TME POWER BEHIND THE PRINTED WORD.
Gemini 10X .
. 245
Gemini 15X .
. 389
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CIRCLE #104 ON READER SERVICE CARD
EDUCATION
'«i
r
GRIFFWS
LAIR
by Braden E. Griffin, M.D.
In ANALOG Computing's issue 24, I
reviewed an exceptional educational
game from Sprout Software, called Tonk
in the I.and of Buddy-Bots. Now, two ad-
dilional programs are available in the
TinkTonk series of educational software
designed for children of ages four to
eight years. While maintaining the same
high level of quality, these new games
have an even greater educational thrust.
TINK'S ADVENTURE
Sprout Software
MINDSCAPE, INC.
3444 Dundee Road
Northbrook, IL 60062
(314) 480-7667
48K Disk $24.95
Tink is the trusty leader of the Tink-
Tonks and is about to embark on an ad-
venture. As Tink ai-rives on foot at Tink-
Tonk Lake, he has the choice of continu-
ing the adventure by helicopter or boat.
Having selected the means of transpor-
tation, one is given the chance to play
a game or begin the adventure.
At various junctiu'es, similar options
appeal', providing Uie opportunity to play
one of seven games included in the ad-
venture. Most of tliese games have educa-
tional value, but two of them, l^ilot l3oat
and fly Helicopter, are included jusi for
f u n .
Using the keyboard, one may pilot the
boat ai'ound the islands in TinkTonk Lake
or fly the chopper through the sky in
front and back of islands, clouds and
even stars. These activities have no bear-
ing on the course of the adventure, but
simply provide a pleasant little interlude.
The other five games are designed to
help children learn ABC order and to
familiarize them with the computer key-
board. In Get Gas, four consecutive let-
ters of the alphabet are displayed with a
blank at the begimiing or the end of the
sequence, depending on the option one
has chosen.
The level of difficulty may be selected
as hai'd, where ten correct answers are
required to fill the helicopter's tank. This
task is made easier with a display of the
complete alphabet at the bottom of the
screen. A harder level requires twenty
correct answers witliout the benefit of the
PAGE 14/ MAY 1985
alphabet display. There is no time limit.
and incorrect answers ai'e ignored and
incur no penalty.
This game provides an opportiuiity lor
the young child to arrive at an answer,
whether from the screen display or the
time-honored "mental recittition," whik;
exploring the keyboard without the pres-
sure of time or the fear' of being wrong.
The development of speed and accm-acy
in the leai-ning process is important, but
before this can be achieved, the basic in-
formation must be as,similated without
stress.
hi Go fishing, children get to know the
computer keyboard. The keyboai'cl is di-
vided into four designated areas: the lop
row of numbers, and the left, center and
right portions of the remaining keyboard
area.
After a specific area is chosen, or the
entire keyboard, if desired, the size of the
fish is selected — from one to five charac-
ters long, finally, one of three speeds is
chosen, determining how fast the fish
will swim.
As tlie combinations of characters pass
beneath the boat, they are reeled in by
reproducing them exactly as shown, be-
ANALOG COMPUTING
Educational
Programs
Review
LR>c<i
fore they disappear from the screen.
All the necessai'y levels of progression
are provided to establish proficiency on
the keyboard. Anyone able to snag all
twelve fish of the largest size (five charac-
ters) at the fastest speed is a whiz. I can-
not come close to doing it.
While cruising around the lake, Tink's
boat may spring a leak and can be saved
only by playing Sinking Boat.
Another game emphasizing the key-
board, this one requires the player to
type in the missing letter or number of
a series of characters that are displayed
in the same sequence as they appear on
the computer keyboard.
A trip to Davy Jones's locker can be
avoided with five correct answers with-
in one of three preselected time limits
— fifty-five seconds, thirly-lhree sec-
onds or ten seconds.
If the boat sinks, all is not lost, since
further opportunities to play the game
and save the boat are provided. Even to-
tal failure does not stop the adventure,
but more on that later.
Eventually, Tink lands on a large is-
land and, while exploring its secrets,
suddenly finds himself being harassed
by a gorilla who's throwing coconuts
from the top of a palm tree. Sounds like
time to play Coconut Catch, eh?
Three-letter alphabet sequences are
displayed on the screen with a blank in
the middle. If the correct letter is sup-
plied before the coconut hits the ground,
it becomes part of a pyramid.
R5TU
CBErGHIJKLMHOPQRiTliUHXVZ
Tink's Adventure.
The first level gives one twelve tries
to build a pyramid out of ten coconuts.
The harder level requires one to build a
fifteen-coconut pyramid with eighteen
tries, and the hardest level gives twenty-
five tries to assemble a pyramid from
twenty-one coconuts.
The last game is played when Tink's
search leads him to Cork's Treasure.
Here, one can practice ABC order alone,
or ABC order and keyboard sequences
mixed together.
A five-character sequence displays,
with one of the spaces blank. With ten
correct answers in a row, Cork disap-
pears, and the treasure is won.
In the fast level, one has six seconds
to enter the correct response. In the
faster and fastest levels, this time limit
is four seconds and two seconds, respec-
tively.
The overall design of Tink's Adven-
ture is excellent. The adventure theme
adds a bit of excitement without the
threat of danger. If the helicopter runs
out of gas and plunges into the water, or
if the boat sinks, Tink, the Indiana Jones
of TinkTonk Land, laughs in the face of
danger and prevails.
There always seems to be a raft or
friendly whale around to get Tink to the
island and continue the adventure. If
one fails to accomplisli a task the first
time, additional opportunities are pro-
(continued on next page)
ANALOG COMPUTING
MAY 1985 / PAGE 15
A
GRIFFIN'S LAIR continued
vided, if desired, or one can simply con-
tinue the adventure.
Clever graphics and straightforward
on-screen instructions complement each
other. One of the highlights of this pack-
age is the distinctive music which ac-
companies Tink on his adventure. From
the lively, upbeat melody as the adven-
ture begins to the chillingly haunting
theme while following Cork's tracks, a
mini sound track has been created — the
perfect cherry with which to top the
dessert.
The educational objectives are sound,
and the methods used are right on line.
TUK GOES TO TOWN
Sprout Software
MINDSCAPE, INC.
3444 Dundee Road
Northbrook, IL 60062
(314) 480-7667
48K Disk $24.95
The basic format in this game is simi-
lar to Tink's Adventure. Tuk, the gar-
dener in TinkTonk Land, makes a trip
to town with plenty of stops along the
way. During this excm'sion, any of sev-
en games may be played.
Tuk can travel to town by motorcycle,
train, speedboat, or any one of eight
possible modes of transportation. On his
way, Tuk can travel through the farm,
fair, forest or seashore, each with its
own special game.
Once in town, visits to the three dif-
ferent stores provide additional games
to be played. The educational objectives
of the games comprising Tuk Goes to
Town promote the development of visual
discrimination skills, provide practice
with spelling and help to build a larger
vocabulary.
The Farm game requires the player to
unscramble the letters of either animal
names or farm words. A picture of the
animal is displayed above each letter,
and a correct response makes the ani-
mal jump into the pen. No penalty is as-
sessed for incorrect keyboard entries,
and an unlimited number of attempts is
permitted.
The Fair game is described as "Just
for fmi," but, in fact, visual discrimina-
tion skills will be enhanced, particularly
in younger children.
The game itself uses a shooting gal-
lery, the targets consisting of a row of
ducks. A variety of shapes move across
the screen just below the ducks. In the
center of the screen is a stationary group
of three to five shapes, which are to be
matched from left to right when their
counterpart appears in the target sight
immediately imder the duck. The player
is provided with a limited number of
bullets to shoot down the ducks.
4,tk^^%%4^ii
L E fl U E 5
Tuk Goes to Town,
ffi
The Forest game is tlie most difficult
and the most fun of all the games. Differ-
ent shapes or letters are hidden in the
forest. Numbers from one to nine are
used to designate the hiding places.
In "hidden shapes," a series of differ-
ent shapes is displayed on the screen.
A number hi the lower right-hand cor-
ner of the screen denotes the number of
attempts allowed to match these shapes.
A free "peek" is given at the beginning,
to see where the shapes are hiding. The
shapes are matched from left to right,
with each key pressed counting as one
attempt.
In "hidden letters," the object is to
find the letters of a common forest word .
Memory and concentration skills are ex-
ercised in this game.
Arriving at the Seashore, Tuk needs
help to win a boat race. The player is
presented with either a scrambled word
or a word with missing vowels. In either
case, with each correct entry, Tuk's boat
moves closer to the finish line.
Another boat, the competition, moves
steadily toward the finish at one of two
selected speeds. If all of the necessary
letters are entered quickly enough, Tuk
will win the race. Increasing the player's
vocabulary and providing spelling prac-
tice are the goals of this game.
Once Tuk gets to town, there ai'e three
stores for him to visit. These are games
which stress pattern and shape recog-
nition.
In the Toy Store, a group of eight
wrapped packages is displayed, with a
letter beneath each one. One of the pack-
ages differs from the others, and when
the corresponding letter is pressed, it
fills one of the blank spaces of the Toy
Store word being sought. The packages
change after each entry.
The Market game consists of two ac-
tivities which emphasize the develop-
ment of similar skills. In "match the
shapes," a series of shapes is displayed
on the left side of a balance scale. At the
bottom of the screen, several shapes are
shown with letters in them. Matching
a shape on the scale with the right one
from the bottom places the respective
letter on the right side of the scale. The
scale is balanced when the correct mar-
ket word is spelled out. As many tries
as needed are permitted.
In "find the word," only half the shape
to be matched is shown on the scale,
making it a little more difficult.
The Clothes Store game is another of
those just for fun. By selecting one of six
styles of hats, pants, shirts and shoes,
one can dress Tuk in a variety of fash-
ionable togs.
As with Tink's Adventure, the design
featui-es of this program ai'e superb. With
a little more emphasis on spelling and
vocabulary, Tuk Goes to Town is as
stimulating for older children as it is for
younger ones. The TinkTonks are quite
capable companions for these adven-
tures into education. H
Dr. Giiffiu, as Chief of Newborn Medi-
cine at a perinatal center, spends most
of his time in the newboi'n intensive care
wai'd. 0//-hours, he's been using an
Atari 800 /or /our years. ANALOG Com-
puting magazine is almost entirely sub-
sidized by Dr. Griffin's health insurance
reimbursement, for providing psj'cho-
therapy (hrough writing — to cure his
unbelievable attraction to cliches.
PAGE 16 / MAY 1985
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PAGE 18 / MAY 1985
ANALOG COMPUTING
ASK
MR.
FORTH
by Donald Forbes
If the audiences at your FORTH demos ever won-
dered why a digital computer Uke Atari should be
supported by a magazine whose unlikely name is
embedded with dots, you can explain that it is short
for Atari Newsletter And Lots Of Games.
Most of the games from the first ten issues have
been collected in the ANALOG Compendium, which
they can obtain for fifteen pieces of silver (actually
$14.95 plus $2.00 postage and handling). For another
thirty pieces of silver, they can mail the card enclosed
in the Compendium, to get the games on six sides
of three disks, and save themselves some typing.
The Compendium (an old ten-dollar word from the
Latin for "that which is weighed together," now used
to refer to a short, complete summary] also includes
a dozen short programs in BASIC that show off Atari's
graphic capabilities to good advantage.
The structure of some of these programs makes it
easy to translate them to FORTH and thus show some
of the similarities and differences between the two
languages.
The first and shortest (Compendium, page 114] is
a color demo in graphics 8 mode. Here is the BASIC
code:
R»C€.
5 REH GRAPHICS 8 COLOR DEMO
18 GRAPHICS 8:5ETC0L0R 2, 0, 15 : 5ETC0L0R
l,e,0:COLOR 1
26 FOR X-O TO 200 5TEP 2
30 PLOT K,0:DRAHT0 X.IO
40 NEXT H
58 FOR X=l TO 201 5TEP 2
68 PLOT X,2e:DRAHT0 X,30
78 NEXT X
88 FOR X=e TO 280
90 PLOT X,40:DRAi<IT0 X,5e
180 NEXT X
This program splits into four logical sections. We
can mark these with a red pen and ruler after Lines
10, 40 and 70. Here is the line-for-line equivalent in
FORTH:
: GRSCOLOR
8 GR. 2 8 15 5ETCDL0R
18 5ETC0L0R 1 COLOR
201 DO
1 8 PLOT I 10 DRAMTO
2 +LOOP
202 1 00
1 20 PLOT I 38 DRAHTO
2 +LOOP
201 DO
I 40 PLOT I 50 DRAHTO
LOOP ;
Note that the limit of the DO. . . LOOP in FORTH
is one more than in BASIC, because FORTH quits
when it reaches the limit. Furthermore, the colon
ANALOG COMPUTING
MAY 1985 / PAGE 19
ULTIMATE STORAGE
Here's the perfect way to organize your ANALOG Computing library— sturdy, custom-made binders
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CIRCLE #106 ON READER SERVICE CARD
ASK MR. FORTH comuiued
definition is too long, even though it will work.
FORTH is easier to miderstand and debug in small
bites. An improvement would be to break the pro-
gram into four pieces by line numbers, then combine
them into one colon definition this way:
: GR8C0L0R
LINEie LINE2e LINESO LIHESO ;
The second program (Compendium, page 57) is a
Graphics 11 GTIA demo.
le REM GRAPHICS 11 GTIA DEMO
20 REM
30 GRAPHICS 11
40 CI=l:C=0:SETCOLOR 4,0,2
50 FOR Y=0 TO 191
60 FOR X=0 TO 79
70 C=C*l:IF C=16 THEM C=0
80 COLOR C
90 PLOT H,Y
100 NEKT M
110 LC=LC+l:IF LC=16
THEN Cl:
120 C-C+CI:IF C=16 THEM C=0
130 NEKT Y
140 GOTO 140
-ci:lc=i
In this program, there is a logical break after Line
40, and another after Line 130, with a DO. . .LOOP
in Lines 60 to 100 embedded in another DO. . . LOOP.
Since the inner loop invokes the counter for the
outer loop, we will need a definition of/ (a FORTlri-79
word that is not included in fig-FORTH, even though
it's found in both Team Atari FORTH and valFORTH).
The outer loop index Y in the BASIC program be-
comes /, and the inner index X becomes I.
Furthermore, the three variables CI, C and LC,
which are defined automatically in BASIC, must be
defined separately in FORTH. Here again is the line-
for-line version:
VARIABLE CI
VARIABLE C
VARIABLE LC
: J R> R> R> R Rtt !
>R >R >R Rtt G ;
: GRllGTIA
( graphics ll gtia deHO }
f ren i
IX GR.
1 CT ! C ! 4
191 1 + DO C
79 1 + DO
1 C *• C e 16 =
C e COLOR
I J PLOT t H =
LOOP
1 LC +! LC e 16
CI e MINUS CI
CI e c *! c e 16
C ! THEN
LOOP
BEGIN UNTIL ;
This code, too, calls for comments. In the first
place, the colon definition is too long and should be
broken up. Second, the endless loop 140 GOTO 140
can be handled in other ways. One way is a time-
2 SETCOLOR
add 1 to liHitJ
IF C ! THEN
I, Y - J)
= IF
! 1 LC
IF
• THEN
delay loop, or even an embedded loop:
: DELAY 3 DO 30000 DO LOOP LOOP
or wait for a return key press with:
DELAY ."
KEY DROP
Press return"
Third, since we continuously need FORTH- 79
words that are not in fig-FORTH, it makes sense to
store them in a handy place. One way is to buy a set
of alphabetic index tabs in a stationery store for about
$3 and save the words in a loose-leaf binder. Obvi-
ous candidates are /, PICK, ROLL, random number
generators, and double number extensions [most of
which appear in Leo Scanlon's Forth Programming].
The third program is a Moire demo (Compendium,
page 122). The BASIC code is:
10 DEG
20 A:=INTtl. 9*160)
30 GRAPHICS 8+16
40 SETCOLOR 2,0,0
50 FOR 1=0 TO 160 STEP 5
60 B=INTCI/2J
70 COLOR 1
80 PLOT 0,B
90 DRAHTO 1,160
100 PLOT A,B
110 DRAHTO A-I,160
120 PLOT e,16e-B
130 DRAHTO 1,0
140 PLOT A,16e-B
150 DRAHTO A-I,0
160 NEKT I
170 IF PEEKC764)<>255 THEN END
ISO GOTO 170
This program has a begimiing, a middle (the loop
in Lines 50 to 160), and an end. In the FORTH trans-
lation, we need variables A and B. The DEG func-
tion is not necessary. The INT function isn't needed
either, since we can use integer arithmetic. In Line
20, however, we must be careful to multiply 160 by
19 and then divide by 10.
VARIABLE A
VARIABLE B
;
MOIRE
t deg)
160 19 10 »/ A !
8 16 + GR.
2 SETCOLOR
160 1 + DO
I 2 / B !
1 COLOR
B G PLOT
I 160 DRAHTO
A G B G PLOT
A G I - 160 DRAHTO
160 B G - PLOT
I DRAHTO
A G 160 B G - PLOT
A G I - DRAHTO
5 +LOOP
BEGIN 764 Q 255 = NOT IF
." quit" QUIT THEN
UNTIL ;
ANALOG COMPUTING
MAY 1985 / PAGE 21
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OMNIVIEW's character set looks super on a monochrome monitor or color
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Inclufc tASTCHlP KP
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OMNIMON Fealures:
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B:Boor (Ram) disk
C:CPU Regislers
D:Displas Memory
E:Single Slep Execrjrron
t;Fill Program Buffer
G:Binar\ Load Dircclnrs
H.Hes Consersjon
H:He\ Arirtimelk
LInslall Ramdisk Handlers
J:Jump Subrouiine IJSR)
L:Dfrse Seleelmtr Coniro!
M:Mose Block of Memors
N:Relosare 6502 Code
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R;Read Sei-lorlsl from Disk
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1 I Si
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OMNIMON is a ROM resident extension of the ATARI operating sy.stem
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DEALERS INQUIRIES SOLICITED
CIRCLE #107 ON READER SERVICE CARD
ASK MR. FORTH
coiitijiued
This program, too, could be improved by breaking
it iijto separate colon definitions, and by saving A
and B on the stack. In the computer business, how-
ever, you learn early to be wary of the optimization
trap: first, you make it work; then, if you still have
time, you optimize.
The fourth program (Compendium, page 157] is
called Pretty Demo, and it introduces some new fea-
tures:
10 OEG
20 GRAPHICS 24
30 COLOR 1
40 5ETC0L0R 2,0,0
50 FOR 1=1 TO 360 STEP 5
60 X=319*I/360
70 Y=80+80«SIH(I>
80 IF I>270 THEN 180
39 PLOT 0,8
100 ORAHTO }<,Y
110 IF K90 THEN 130
128 DRAHTO 31?, 15?
130 NEXT I
140 IF PEEK f 764) <>255 THEN END
150 GOTO 140
The first thing to notice is that Line 60 calls for
us to multiply 319 by I, which eventually becomes
360, giving 114,840 as the product. This total exceeds
the limit for signed integers, so we must use */ in-
stead of a multiplication followed by a division.
Furthermore, in Line 70, we need a SIN function
to compute the sine of the loop index — and FORTH
does not provide a built-in SIN function.
The elegant solution is to develop a formula for a
polynomial curve which will approximate the sine
curve as closely as we need for our application. The
simple way is to incorporate a table of sines in our
program, with one entry for each degree from to
90. Such a table appears on page 134 of Leo Scan-
Ion's book and has the added advantage that we can
compute other trigonometric functions, such as the
cosine, by a simple transformation.
ITere are the two screens needed to load the sine
table:
< trig
table
screen
1)
DECIMAL
VARIABLE SINE
0175
0349
0523
0698 ,
0872
1045
1219
1392 ,
1564
1736
1908
2079 ,
2250
2419
2588
2756 ,
2924
3090
3256
3420 ,
3584
3746
3907
4067 ,
4226
4384
4540
4695 ,
4848
5000
5150
5299 ,
5446
5592
5736
5878 ,
6818
6157
6293
6428 ,
6561
6691
6820
6947 ,
7071
7193
7313
7431 ,
— >
7986
8090 ,
8191
8290
8387
8480 ,
8572
8660
8746
8829 ,
8910
8988
9063
9135 ,
9285
9272
9336
9397 ,
9455
9511
9563
9613 ,
9659
9703
9744
9781 ,
9816
9848
9877
9903 ,
9926
9945
9962
9976 ,
9986
9994
9998
10000
P
We need some code to reference the table, as in
this screen:
C trig table screen Si
: LOOKUP SINE SHAP 2 » + G ,"
OUP 270 >
ir.J^S..5'*'*P -LOOKUP MINUS
ELSE DUP 180 >
IF 180 - LOOKUP MINUS
ELSE DUP 90 >
IF ISO SNAP - THEK
LOOKUP
THEN THEN ;
: COS
DUP 270 > IF 278 -
ELSE 90 +
THEN SIN ; ;5
(continued on next page)
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CIRCLE #108 ON READER SERVICE CARD
ANALOG COMPUTING
MAY 1985 / PAGE 23
ASK MR. FORTH continued
What SIN does is to return the sine of any integer-
valued angle between degrees and 360 degrees. To
use the result, you must divide it by 10,000. As Scan-
Ion points out, "the cosine of any given angle is equal
to the sine of an angle that is 90 degrees greater."
He also notes that "negative angles have the same
sines and cosines as their positive counterparts . . .
This means you can also use SIN and COS for angles
between -1 degrees and -360 degrees, by supply-
ing the angle's absolute value on the stack."
Here, then, is the FORTH code for the Pretty Demo
to match the BASIC line for line (except that we must
remember to divide the sine value by 10000).
e VARIABLE K
VARIABLE Y
: PRETTY ( DEG J
24 GR.
1 COLOR
2 SETCOLOR
360 1 + 1 DO
I 319 360 «/ K !
I 5IN 80 10000 «/ 80 ^ Y !
I 270 < IF
PLOT THEN
K e Y e DRAHTD
1 90 > IF
31? 159 DRAHTO THEN
5 +LOOP
BEGIN 764 C 255 - NOT IF
." quit" QUIT THEN UNTIL ;
Both sine and cosine functions can be combined
in this short program from page 23 of the Compen-
dium, called Circle Demo.
10 XC=160: YC=80
20 RD=68:INC=10:YS=0.75
30 GRAPHICS 8: COLOR 1
40 G05UB 1000: END
1900 REM
1010 REM CIRCLE DRAHER ROUTINE
1020 REM
1030 REM
1040 REM xc: x-coord. Of center
1050 REM YC: y-coord. Of center
1060 REM RD: Circle radius
1070 REM INC: drawing increnent
1080 REM Y5: y-scaling factor
1090 REM
1100 DEG :PLOT MC,YC+RD»YS
1110 FOR CIRCLErO TO 360 5TEP INC
1120 XCOORD=KC+SINCCIRCLE)»RD
1130 YC00RD=YC+C0SCCIRCLE)»RD»Y5
1140 DRAMTO XCOORD, YCOORD
1150 NEXT CIRCLE: RETURN
This program consists of a subroutine which calls
a loop, which in turn draws the perimeter of the cir-
cle in steps of 10 degrees at a time, using the sine
and cosine functions to locate the X and Y coordi-
nates each time. Here is the FORTH version:
t circle deMO l)
160 VARIABLE XC 80 VARIABLE YC
10 VARIABLE INC 60 VARIABLE RD
75 VARIABLE Y5 C 8.75)
VARIABLE XCOORD
VARIABLE YCOORD
G0SUB1008 XC RD e Y5 G 100
»/ YC + PLOT
360 1 + DO
I SIN RD G 10000 */
XC G + XCOORD !
I COS RD G 10000 */
YS G 180 »/
YC G HK YCOORD !
XCOORD G YCOORD G DRAHTO
INC G +LOOP ; — >
C Circle deNo 2)
: CIRCLE-DEMO 8 GR .
GOSUBIOOO ;
I COLOR
Notice that the program contains a scaling factor
(0.75) that was set at 75 in the FORTH program and
that later must be divided by 100. Furthermore, both
the sine and cosine values must first be divided by
10,000. If the output looks more like an egg than a
circle, you may want to experiment with the scaling
factor.
You can write a program to draw circles without
using sines and cosines. There is a fiendishly clever
program to do just that on page 125 of the Compen-
dium, and it takes only twenty-five short lines. This
innocent-looking program with the simple title Cir-
cle Radius Demo looks easy:
10 XCENTER=310/2:YCENTER=192/2
100 GRAPHICS 8
110 COLOR 1
120 ? "ENTER RADIUS:"; :INPUT RADIUS
130 LET RADIUS=RADIUS+3-l
140 LET X=0
150 LET Y=RADIUS
160 LET DIAMETER=3-2«RADIUS
170 IF X<=Y THEN GOSUB 1000: IF DIAMET
ER<0 THEN DIAMETER=DIAHETER+4«X+6:X=X+
l:GOTO 178
180 IF X>Y THEN END
190 DIAMETER::DIAMETER+4«tX-Y>+10
200 Y=Y-1
210 X=X+l:GOTO 170
1000 REM
1010 PLOT XCENTER+X,YCENTER+Y
1020 PLOT XCENTER+V,YCENTER+X
1030 PLOT XCENTER+Y,YCENTER-X
1840 PLOT XCENTER+X,VCENTER-Y
1050 PLOT XCENTER-X,YCENTER-Y
1060 PLOT XCEHTER-Y,YCENTER-X
1070 PLOT XCENTER-Y,YCENTER+X
1888 PLOT XCENTER-X,VCENTER+Y
1090 RETURN
The structure of the program appears to be straight-
forward. You draw a red line after Line 160 and an-
other after Line 210. Lines 10 through 160 are just
sequential code, and all that is different is Line 120.
It asks for input from the keyboard, which should
present no problem in FORTH.
The subroutine at the end of the program is also
clear-cut. It is only when you begin to translate the
five statements in Lines 170 to 210 that you realize
you've hit a booby trap. This is what is referred to
as "spaghetti code" (IBM's Joan K. Hughes, in her
PAGE 24 /MAY 1985
ANALOG COMPUTING
ASK MR. FORTH coMnued
book PL/1 Structured Programming called it "bowl-
of-spaghetti code" or BS code), and the tip-off is right
there: two GOTO 170 statements, one imconditional
and one nested inside an IF statement.
Computer science advanced in the 1970s from a
black art to an organized and systematic process,
when the mischief of the GOTO statement was final-
ly identified. Newer languages, such as PL/1, found
substitutes, and Pascal banished it completely.
Structured programming at last made it possible
to write programs that were free of logical errors and
were relatively easy to debug and maintain.
Computer scientists demonstrated mathematical-
ly that any program could be built from a set of three
simple building blocks with a common property: one
input and one output. The SEQUENCE block has the
trivial structure of one process performed after an-
other. The IFTHENELSE block is merely a two-way
branch. The third is the DOWHILE block, which tests
for a true condition and then repeats an operation,
as long as the test remains true (to exit from the
block, the operation itself must reset the flag].
There are two additional variations in common use.
The IFTHENELSE block can sometimes be replaced
by the SELECT block (or CASE statement), which fea-
tures a multiple-branch fork to avoid an awkward set
of nested IF statements. A payroll program, for in-
stance, could test immediately for single, married,
widowed, divorced, separated, or never married.
The variation on the DOWHILE block is the DO-
UNTIL block which places the logical test at the end,
instead of the beginning — and thus creates a hidden
trap. The loop will always be executed at least once,
as you'll discover to your consternation, when your
payroll program looks for end-of-file after the first
record, but the operator mounts a tape that has only
a header label and a trailer label, and no first record!
The details are given in Top Down Structured Pro-
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Petrochelli/Charter, New York, 1975. If your library
doesn't have this, they can borrow it from another
library. Anyone in your audience who writes pro-
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CIRCLE #109 ON READER SERVICE CARD
ANALOG COMPUTING
MAY 1985 / PAGE 25
ASK MR. FORTH co^uinued
grams for a living will appreciate the tip.
The logical structure of our spaghetti code, as the
FORTH translation makes clear, is a pair of nested
DOWHILE loops, with this structure in FORTH:
BEGIN condition iWILE
FORTH mrds
REPEAT
The first condition tested is whether X is less than
or equal to Y; the second is whether DIAMETER is
less than 0, or negative.
You can ask for a number from the keyboard with
the sequence QUERY 7TERMINAL INTERPRET. It
will substitute for the INPUT statement in BASIC,
and you may want to file it for reference.
The FORTH code below also takes some liberties
with the BASIC code. The END has been replaced
by . "quit" QUIT. By using INITIAL to reset the vari-
ables, shifting 8 GR., and then adding RERUN, you
can use RADIUS DEMO to draw the first circle, and
then RERUN to draw more circles without clearing
the screen.
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C radius 1)
e VARIABLE XCENTER
e VARIABLE YCENTER
e VARIABLE KX 8 VARIABLE YY
e VARIABLE DIAMETER
e VARIABLE RADIUS C < 160 )
: INPUTtt ." radius? " QUERY CR
?TERMINAL CR INTERPRET
5HAP DROP ;
: INITIAL INPUTtt RADIUS !
155 KCENTER ! 96 YCENTER !
XK ! VY
I
>IAMET
ER !
C 8 GR. )
1 COLOR
2 RADIUS +! XX
!
RADIUS e YY
3 RADIUS
8
2 » - DIAMETER !
f
~>
c
■
radius 2}
GosuBieee
XCENTER e
XX
8 +
YCENTER e
YY
8 +
PLOT
XCENTER e
YY
8 +
YCENTER e
XX
e +
PLOT
XCENTER e
YY
8 +
YCENTER e
XX
8 -
PLOT
XCENTER e
XX
8 +
YCENTER e
YY
8 -
PLOT
— >
c
radius 3)
XCENTER 8
XX
8 -
YCENTER
YY
8 -
PLOT
XCENTER e
YY
8 -
YCENTER e
XX
8 -
PLOT
XCENTER 8
YY
8 -
YCENTER 8
XX
e +
PLOT
XCENTER e
XX
8 -
YCENTER 8
YY
8 +
PLOT
; ~>
c
radius 4)
■
a
L170
BEGIN XX 8 YY 8 > NOT
WHILE
GosuBieoe
BEGIN DIAMETER 8 8< WHILE
XX 8 4 »
6 + DIAMETER
+ !
1 XX +! REPEAT
XX 8 YY 8
- 4 » 10 +
DIAMETER
♦ !
-1 YY *!
1 XX +
! REPEAT
.■■ quit ■■
QUIT ;
;
RADIUS_DEM0 8 GR
INITIAL L17e
M
:
RERUN INITIAL L170 ;
;s
CIRCLE #110 Ot^ READER SERVICE CARD
The ANALOG Compendium has half a dozen other
short, graphic BASIC programs (especially the Tri-
angle on page 29] which appear to be likely candi-
dates for FORTH translations.
Next month you'll have an opportmiity to upgrade
the show-and-tell sessions you've conducted to date,
and become a full fledged professor — by teaching a
FORTH-79 class to begimiers.
You will need one copy of the textbook for the class,
which you may want to order right away [if you can't
borrow a copy). The book costs $16, so be prepared
to pass the hat at this session and the next.
The text is The Complete Forth by Alan Winfield,
Wiley Press, 605 Third Avenue, New York, New York
10158. You may find it at bookstores like Dalton's and
PAGE 26 / MAY 1985
ANALOG COMPUTING
ASK MR. FORTH ccMnueC
Walden Books, or have your bookseller order one for
you . Finally, you may charge to a credit card by tele-
phoning Mountain View Press [P. O. Box 4656, Moun-
tain View, California 94040) at 415-961-4103.
If your audience has enjoyed your demos to date,
they'll find your next session even more rewarding. D
Send your letters to:
ASK
MR. FORTH
?^] '<5^- P/^
RO. Box 23 ^
Worcester, MA 01603
%
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CIRCLE #111 ON READER SERVICE CARD
ANALOG COMPUTING
MAY 1985 / PAGE 27
ON-LINE
How the
effects of
software
piracy are
made
readily
apparent
. . .to the
pirates
themselves
by Russ Wetmore
Please bear with me in this, my first
column for ANALOG Computing maga-
zine, while I use the time and space for
a little soapbox ranting and raving. For
those of you who don't know me, I run
a software research and development
firm called Star Systems Software, Inc.
in Orlando, Florida. I wrote a [at one
time) best selling game called Preppie!
for Adventure International, and a couple
other games for Atari computers.
Our current slant is towards personal
productivity products, such as HomePak,
a trademark of Batteries Included, which
we recently completed for that company.
I've been involved in all facets of the
honre computer software industry almost
from its very inception, from program-
ming to advertising to publishing to. . .
you name it; I've done it. Our firm cur-
rently makes products for a wide gamut
of machines, including those of Apple,
Commodore, Tandy and IBM, but the
Atari is my first love.
A true story.
The following might not seem relevant
to computer software, but please patron-
ize me for a moment while I get around
to making my point.
One of my favorite things is going to
the movies. I decided to take in 2010 the
otlier evening, anxious to see the sequel
to one of my favorite movies of all time,
2001: A Space Odyssey. The theatre we
would be attending had recently been
remodeled, and the evening promised to
be an enjoyable one.
Diana and 1 had just sat down when
we were asked (politely) by a young cou-
ple with two small children if we could
move in from the aisle. Their children
could see the movie better there, and
would be less likely to fidget. "Fine," I
said, and we moved over.
The next two hoin's proved to be event-
ful ones.
One of the little monsters spilled my
Coke. The parents were constantly try-
ing to explain the story to the monsters,
though it was way over tlieir heads (the
parents', too) and based on the premises
laid down in a movie made many years
before they were even born.
The parents put their feet all over the
backs of the chairs in front of them. Ob-
viously imitating their pai-ents, the mon-
sters did likewise. I asked the parents if
they did that at home, and their (not-so-
polite, this time) response was, "Sure,
don't you?"
All four of them were constantly talk-
ing (obviously never having heard of the
word whisper) about which monster's
turn it was to go to the rest room, and
how much better a movie Star Wars had
been. Both monsters spilled their pop-
corn (buttered] all over the floor of the
nicely renovated theatre.
To beat the traffic, they left five min-
utes before the movie was over If you've
seen the movie, you know that the last
PAGE 28 / MAY 1985
ANALOG COMPUTING
People tend not to have much
respect when damaging
someone else's property, or
otherwise in/ringing on
someone else's rights, if the
effect of their disrespect is
not immediately obvious
to them.
few minutes is where they explain not
only what's happening, but the reason
for both 2001 and 2010. What they pos-
sibly could have gained from the movie,
except for some dazzling special effects
("not nearly as good as Star Wars' were")
is beyond me.
As I got up to leave, I looked around
the theatre. It was a shambles. . .There
were footprints all over the chairs. Emp-
ty popcorn boxes and soft drink cups
(along with their contents, in many
cases) were strewn over the floor. Peo-
ple all around me had talked incessant-
ly throughout the entire movie.
My VCR and the local rent-a-movie
store are looking more and more invit-
ing all the time.
Getting down to it.
The point of all this? People tend not
to have much respect when damaging
someone else's property, or otherwise in-
fringing on someone else's rights, if the
effect of their disrespect is not imrnedi-
ately obvious to them. If I were to invite
any of my fellow theatre patrons into my
home, I'd make sure that they'd go to
great lengths to keep their feet off of my
furniture and food/beverages in their
respective containers.
They would not interrupt conversa-
tions and would, generally, be as polite
as they've been taught to be while some-
one's guest. Put those people in a movie
theatre, and all manners go to hell in a
handbasket.
Also, people tend to do as they've
seen others do. . ."monkey see, monkey
do." If everyone else is having food fights
with their popcorn, why shouldn't you?
If you want to hold a loud conversation
about what Ethel wore to your dinner
last night — and want to do it in the mid-
dle of an engrossing movie — surely your
right to talk outweighs someone else's
right to enjoy an artistic experience
they've paid $4.50 or so for, right?
These are the same people we expect
to have respect for the rights of program-
mers and their work. If everyone around
you is pirating (the last time I'll use that
word; it really should be called stealing)
software, why shouldn't you? The way
that it hurts programmers like myself is
not immediately obvious, so there is
very little guilt inherent in stealing soft-
ware.
The arguments
for stealing software.
"The programmer will never miss the
sales from this one program I've stolen.
He's rich enough, anyway."
I've got news for you . I make enough
from programming to make a living at
it, but I'm far from rich. I won't lose my
mortgage over one stolen program, but
surely you're not naive enough to believe
that you're the only person in the whole
world who thinks the way you do. If I
make $2 .00 from the sale of a single pro-
gram, and just a thousand people think
as you do, then I've lost $2,000.
I say "just a thousand" for argument's
sake— I'd estimate that, for a best sell-
ing program, the number would be more
inclined to reach into the tens (or even
hundreds) of thousands. If someone
stole $20,000 from you, could you in
good conscience tell me that you
wouldn't care one way or the other?
"The program's too expensive. They're
trying to rip me off."
Maybe. A Porsche 944 is too expen-
sive for me, but I'd like to have one.
Maybe I should complain to my local
Porsche dealer that the price is too high,
and rip one off from his lot.
"I don't know if the company is going
to be around a year from now."
Nice try. A couple of years ago (to use
the automobile analogy again) there was
serious concern as to whether Chrysler
was going to be around much longer. So,
obviously, the thing to do was to go out
and heist a few Dodge trucks, right?
"All my /riends do it."
Again, nice try. Like being a lemming,
huh? San Quentin is just plumb full of
criminals and friends of same, who all
have similar "hobbies."
C'mon, people. Stealing is stealing,
and programmers like me aren't the only
people you're hurting. I almost left the
industry last year because of piracy, and
I'm sure I'm not alone.
To help combat the problem, we just
(continued on next pagej
ANALOG COMPUTING
MAY 1985 / PAGE 29
ON-LINE
continued
completed a package called HomePak
that is: (1) low in price and (2) not copy-
protected. If the program doesn't sell,
and if I can attribute those lost sales to
theft, then I doubt that I'll do another pro-
gram for commercial sale.
If you want us to continue writing pro-
grams, then you've got to support us by
buying the software you want or need,
and by not condoning software theft
among your friends.
One last true story.
I frequently stop by local software mer-
chants to watch from the sidelines, to see
what people are buying and what kind
of difficulties they have getting software
to run. It helps me to determine what's
important to novice users and to put fea-
tures users want in my programs.
One day, a kid (about 15, I'd guess) si-
dled up next to me with a box full of
disks. We got to talking about the latest
games, and he asked me if I'd seen this
"great new game" called Sea Dragon,
which he'd just gotten a copy of (and
which I'd written).
SEE HOW TO USE YOUR
ATARI COMPUTER
THE EASY WAY. . .
ON YOUR VCR
Good for use with
Atari 400, 800 and XL series.
Tape includes:
1. Using a printer, recorder
or disk drives.
2. The l<eyboard.
3. BASIC programming.
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(305) 255-7330
Atari is a registered trademark of Atari Corp.
DEALER INQUIRIES INVITED.
"No," I said enthusiastically, "what
does it look like?" He whipped out a
disk (not an original, of course) and
booted up the program. I watched pas-
sively for a few minutes, then reached
into my wallet, pulled out $3.00 and put
it on the table in front of him.
Thinking I wanted to buy a copy from
him, he said, "Hey, no problem. Just
give me a disk, and I'll copy it for you."
"No, I don't want to buy it. You see,
I wrote the program. I lost about $3.00
because you stole it. I just wanted to
save you the trouble for the next pro-
gram of mine you steal, and let you take
the $3.00 ahead of time."
He laughed for a bit, then realized I
was serious. He turned white as a sheet,
silently packed up his box of disks and
left. I've been told that he refuses to take
stolen programs now, but, one way or
another, I made an impression on him
by graphically showing him the harm
he'd done to me.
I find it very hard to believe that peo-
ple would knowingly hurt me (and my
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family — I have others to support besides
myself] by stealing my programs, if they
really knew what they were doing.
I hope I've made an impression on at
least one of you out there. All I want is
to be paid for my efforts. It's a shame
that, in an industry as fast-growing and
potentially important as home computer
software, I have to plead for something
which would be considered as a matter
course anywhere else. Sigh.
A call to arms.
Or should I say "a call to letters?" This
column doesn't have any preplanned for-
mat. It will be part gossip, news, pro-
gramming tips (and, as in this issue,
soapbox tirades). If there's something
particular you'd like, please write to this
column c/o ANALOG Computing, P.O.
Box 23, Worcester, MA 01603.
I'm open to most any subject, from
Action! to "how do I get a program pub-
lished?" — so fire away. I can't individu-
ally answer all letters, but will take the
more interesting or representative ones
for inclusion here. D
CIRCLE #140 ON READER SERVICE CARD
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(NJ Residents add 6% Sales Tax)
Dealer Inquiries Invited
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CIRCLE #142 ON READER SERVICE CARD
PAGE 30 /MAY 1985
ANALOG COMPUTING
Maniac!
Stuntman
Fill 'Er Up
lt> h
m^asmmmi
i
F3
1
Dino Battle
Color Slot Machine
CiSes
Where can you get all of these programs
(and dozens more!) for only $14*95?
See page 55 to find out.
Triple Threat Dice
■paMfMMaiMMMMMIipiTC
3-D Graphs
Sphere Demo
SETS PEN SIZE TO LOREE
SETS PEN SIZE TO KEDZUH
SETS PEN SIZE TO SMOLL
SETS PEN TO ERASE MOOE
SETS PEN TO VKCH KODE
HELP... LISTS THE COMMOHOS
STORTING POINT FOR FILL
ENDING POINT FOR FILL
FILLS THE AREA HITH COLOR
CHANGES BACKGROUND COLOR
CHANGES BACKGROUND IHTEHSIrV
CHANGES PEN BRIGHTNESS
R< - CLEARS THE SCREEN
-L - LOADS PICTURE FROM TAPE
-S - SAVES PICTURE TO TAPE
-X - EXITS PROCRAH
Leprechaun King
Sketch Pad
Harvey Wallbanger
THE END
USER
THIS MONTH:
Taking
perfect
pictures of
Atari
computer
graphics
by Arthur Leyenberger
Arthur Leyenbei^er is a human /actors
psychologist Jiving in New Jersey. He
does free-lance writing and microcom-
puter consulting, and has been an Atari
enthusiast for over three years.
Welcome back, all of you End Users.
One thing that's Lmdoubledly true about
this great Atari adventure that we've all
embarked on is that, regardless of who
we are, we're all End Users. Therefore,
we share a common need to learn to gel
the most out of our Atari computers.
That's why we're here.
This month, the column is devoted to
discussing how to take pic:tures of your
video monitor or television . . . and a very
brief mention of a book that you may
find interesting reading.
The book.
Since July of 1984, Jack Tramiel and
his three sons have owned Atari — and
have held our collective fate in their
hands. At the Winter Consumer Elec-
tronics Show, an impressive line of new
computers was unveiled. Tramiel and
sons are betting that these machines
will make Atari profitable in 198.5, also
making it the number one low-end com-
puter maker
If Jack Tramiel is able to pull off the
big turnaround for Atari, I predict that
he will be a candidate for Time maga-
zine's Man of the Year Award. We'll have
to wait and see what liappens. But. in
the meantime, there is a book you ought
to be aware of.
Described as a "bonevolonl dictator."
there is no question that Jack Tramiel is
a brilliant, controversial businessman.
In order to learn more about the man
and the future of Atari, I highly recom-
mend that you read Home Computer
Wars by Michael Tomczyk. Publislied by
COMPUTE! Books (at $15 hardcover, $19
softcover], this accomit of the man who
just may be the greatest name in the mi-
crocomputer business makes fascinating
reading.
Screen pictures — getting ready.
There's nothing quite like the satisfac-
tion of creating your own graphics pro-
grams. Seeing the results on the video
screen is a pleasure that can only be tru-
ly appreciated after spending many long
hours writing and debugging the code.
But there's one hassle.
hi order for you to share your color-
ful creations with friends and family,
you must boot up your system and have
everyone gather around the tube. Others
may not be totally impressed with your
creation, as they squint to see it on the
small screen. And your Atari system
isn't that portable.
Wliat's the solution? Why, take a pic-
ture of the screen. Then, matte finish
3-by-5-incli prints can be mailed like
postcards, and slides can be shown onto
a projection screen. What a thrill! Here's
how you do it.
There are a few things you need to
take pictures of your television or mon-
itor screen: a camera, a tripod and some
film. Just about any camera will work,
but the best results come from a single-
lens reflex (SLRJ type, with a lens be-
PAGE 32 / MAY 1985
ANALOG COMPUTING
tween 50 and lOOmm. With an SLR, less
guesswork is required to obtain excel-
lent shots, because what you see is what
you get.
A tripod provides a steady support for
the camera. Normally, most people can-
not hand hold a camera when using a
shutter speed of ybo second or slower.
When photograpliing a screen, I normal-
ly use a 1/2 second shutter speed.
If you don't have a tripod, an impro-
vised camera support like a chair or ta-
ble will do fine. To avoid bumping the
camera while the shutter is open, it's
best to have an inexpensive (about $3)
shutter release cable. If your camera has
a self-timer, you can use that in place
of the cable release.
Finally, you'll need some film. For
slides, I generally use Kodachrome 64.
For prints, I use Kodacolor 100. It doesn't
have to be Kodak film, but the ASA film
speeds of 64 and 100 are important.
Now for the fun part.
Getting it on film.
Line up your camera so that the back
of the camera is parallel with the front
of the TV or monitoi-. With a SOituti lens,
the camera will probably need to be
about two to three feet from the screen.
Make sure that the lens is pointed at the
center of the screen.
With the image that you're going to
photograpii on the screen, adjust the TV
or monitor controls for the best possible
picture. Get the color and tint balanced
first, then adjust the brightness, and Fi-
nally, use the contrast control for the
crispest image you can get.
Now, set the camera to an f-stop of 5.6.
This will be the aperture setting that
you'll always use. Any variation in the
exposure will be done by adjusting the
shutter speed.
Graphs and charts look
impressive.
Each marking on the shutter speed
dial is either one-half or twice the previ-
ous marking, so it's easy to use and un-
derstand. Initially, set the shutter speed
to Va second.
Focus the camera lens and adjust the
distance from the camera to the screen,
so that you can see two inches on all
sides of the video screen. This is impor-
tant, because, when the pictures are de-
veloped, part of the photo around the
edges is lost.
To take the picture, turn off all the
lights in the rooin and press the cable
release. If you are using a self-timer, you
might want to activate it first, then turn
off the room lights until the shot is com-
pleted.
If this is your first time taking pictures
off of your screen, it would be wise to
bracket your shots. To bracket your shot,
take two additional pictures with every-
thing exactly the same except the shut-
ter speed. Take one shot at yii second (a
little faster] and another shot at Vz sec-
ond (a little slower). These two settings
will allow the film to receive less light
and more light, respectively.
If you're using print film, it is imper-
ative that you tell whoever is doing the
developing that you have CRT shots. If
you forget to do this, I can tell you from
experience that your prints will come
back with washed out, often strange-
looking colors.
ROU
now
now
now
ROW
ROW
ROW
UIJW
REiJEXUE
2SSB.8a
IGBS.Sa
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C-FFIWE FILE 'iPtCIfV FDRH
5MIFT COL UP LM UF ft COL
'iMMcPHFu raus BEKU !:UJI|J!bcniiTii«UE
Syntrend from Synapse.
(continued on next page)
ANALOG COMPUTING
MAY 1985 / PAGE 33
THE END USER co^inued
The automatic printing machines that
film processors use are designed to ad-
just the color balance as if you were tak-
ing pictures of sunsets and the family
dog. This is understandable, since 95
percent of what they process is just this
type of snapshot. Slide film is not as
critical, but it would not hurt to tell the
developer that you have CRT shots.
Another decision you have to make is
whether to have matte or glossy prints
made. If you plan to send them as post-
cards or handle them a lot, order matte
finish. It's more resistant to fingerprints
and will not scratch as easily.
On the other hand, if you want the
sharpest looking print, or if you're send-
ing prints to a magazine for publication,
choose glossy finish. Be sure to handle
the prints carefully, along the edges if
possible.
I usually use V2 second shutter speed
for slides and ys for prints. But you'll
have to experiment with various expo-
sures until you find the right speed.
Synapse's Quasimodo.
A good approach is to shoot a roll of
film as a test roll. Use different shutter
speeds and be sure to keep a record of
each exposure. Then, when your film
comes back, pick out the best shot, de-
termine what exposure was used, and
you'll be all set. You can continue to use
these same settings as long as you don't
change the contrast and brightness con-
trols on your TV or monitor.
When to say it in pictures.
There are dozens of reasons why you
will want to take pictures of your TV or
monitor screen. Here are just a few.
How about capturing that high game
score that you'll want to show friends
— or send to a software company for
patches or other prizes? Maybe you'd
like to take a picture of your special
grapfiics creation. Whether from a touch
tablet, BASIC program or light pen, sav-
ing pictures is fun.
Screen shots often look quite nice
when enlarged to 5x7 or 8xl0-inch size.
Matting and framing these make them
into very attractive wall hangings, per-
fect for original, creative gift giving.
Regardless of what you do with your
screen shots, if you follow these simple
instructions and experiment a little, I
tliink you'll be pleasantly surprised with
the results. And so will your friends and
family. Happy shooting!
Next month ; control a robot with your
Atari computer! D
WHAT IS
CHECKSUM DATA?
Most program listings in ANALOG Computing are followed by a table of numbers appearing as
DATA statements, called "CHECKSUM DATA." Tfiese numbers are to be used in conjunction with
D:CHECK and CrCHECK (which appeared in ANALOG Computing issue 16 and the ANALOG
Compendium) or with Unicheck (from issue 24),
D:CHECK and C:CHECK (written by Istvan Mohos and Tom Hudson) and Unichecic (by Tom
Hudson) are designed to find and correct typing errors when readers are entering programs from
the magazine. For those readers who would like copies of these articles, you may send for back
issue 16 or 24 ($4.00 each) or the ANALOG Compendium ($14.95 plus $2.00 shipping and han-
dling from:
I
ANALOG Computing
P. O. Box 61 5
Holmes, PA 19045
PAGE 34/ MAY 1985
ANALOG COMPUTING
16K Cassette or 48K Disk
Joystick
GAME
^
A commevcial quality
game demonstrating MHD,
the ultimate machine
language iplayevi missile
handler for
Atari computers
You have opened a new restaurant called Basic
Burger. However, jealous competitors have contam-
inated your food. Your three chefs must assemble Ba-
sic Burgers while avoiding contaminated food. The
contaminated food moves faster than your chef, but
can be killed by falling burger parts or flying pep-
pers (your trigger).
Yom- pepper shaker contains only five flying pep-
pers. To renew them, you must catch the bouncing
pepper shaker which occasionally travels through the
maze.
Assembling burgers, killing contaminated food and
collecting bouncing money earns points. For each
10000 points, you earn a new chef.
The contaminated food comes in from the sides.
By listening to their entering sound, you can tell
which side the food will enter from.
At the start of each round, a random maze is gen-
erated with up and down ladders. The speed of all
players increases from rounds 1 to 7.
Pressing START will restart Basic Burgers at level
1. Pressing the SPACE BAR will pause/resume the
game.
ANALOG COMPUTING
MAY 1985 / PAGE 35
^ Basic Burger
continued
Typing it in.
Listing 1 creates two files which the Basic Burg-
er program needs. The first file MHD (motion han-
dler) may be used in games of your own design. The
second file contains the modified character set, the
player control stacks for MHD and the player images.
Listing 2 is Basic Burger, a 16K cassette or 24K
disk maze game with as many as nine fast-moving
objects on the screen at once.
Basic Burger.
This program illustrates many of the features of
MHD (i.e., cyclic action, maze logic with variable
homing logic, auto action on collision, auto action
on boimdary violation, adjustable player speeds, mis-
sile support, joystick and trigger support.
Cassette users must add Listing 2C to Listing 2 .
When Basic Burger is RUN, cassette users will be
asked to moimt the tape created by Listing 1 and
press RETURN. After debugging Basic Burger, the
program plus the two files it uses may be placed on
a single tape by typing GOTO 25000.
iVIHD design.
This section is for programmers wishing to incor-
porate MHD into their own games. Maze games or
simple shoot- 'em-up games can be handled. MHD is
a IK machine language program that runs concur-
rently with Atari BASIC via deferred VBI (vertical
blank interrupt). Its features are:
(1) The position of player/missiles may be
POKEd.
(2) The velocity of player/missiles may be
POKEd.
(3) Player/missiles may be controlled via joy-
stick/trigger.
(4) User may specify number of bullets.
(5) Complete missile logic is supported, or mis-
siles may be automatically grouped to form fifth
player.
(6) Cyclic action is supported when player is
in motion.
(7) Auto action on specified collisions between
player to various playfields, player to specified
players, or player to specified missiles. Missile
to missile collisions are not supported. Action
can be stopped, reset to previous noncollision
position or removed.
(8) Auto action on boundary violation. Action
can be to remove player or limit player to bomi-
dary.
(9) Maze logic for joystick players and maze
players with individual homing intelligence is
supported. Legal directions at each grid point
are specified by the grid table.
Using lUIHD.
Users will need familiarity with player/missile
graphics (if necessary, see COMPUTEf's First Book
of Atari Graphics, Chapter 5). The user needs to
specify where MHD, player control stacks, PMBASE
and the grid table are to be loaded (see Figure 1).
There are a series of OS and MHD POKEs to speci-
fy various options (see Tables 1 and 2). Subroutine
20000 sets up all of the above for Basic Burger.
The heart of MHD is the player control stacks. Play-
er stacks 0-7 control players 0-3 and missiles 0-3. Each
stack is 32 bytes long (see Figures 2 and 4) . All stacks
are turned on with 1= L/SR(ADR(VEGTOR$j,ONJ and
off with I =USR (ADR (VECTORS], OFF).
Study Figure 4 carefully to learn how to control
your player's position, speed, collision actions, im-
ages and boundary action. Individual stacks can be
turned off by POKEing X to 0. To remove image from
screen, POKE X to 2, a boundary violation. MHD
will remove player and turn the stack off.
Negative numbers.
DX and DY may be negative. To POKE in a nega-
tive number, add 256 to it and POKE in the result.
For example, -2 becomes 256-2, or 254.
IMaze design.
The following equation, called the grid equation,
states that there are grid points every B steps in the
X direction, and every A steps in the Y direction.
Displacement = 16 * (Y/A) + (X/B) - C
Constant C is used to place the grid's corner at a
given location (i.e., C = 16 * (YO/A) - (XO/B) , where
(XO, YO) is the upper left-hand corner of the grid.
YO/A and XO/B must be integers.
PAGE 36 / MAY 1985
ANALOG COMPUTING
^ Basic Burger continued
The grid table is a 256-byte table which defines
legal directions for the players to move at each grid
point. The grid equation yields a displacement from
the start of the table. The value at the displacement
defines legal directions for the grid point (i.e., l = up,
2 = down, 4 = left, 8 = right] . For example, if down and
left are the legal directions, then the value of the grid
point is 2 + 4, or 6.
MHD code.
MHD options are selected by changing MHD
directly (see Table 2). Listing 3 gives the source code
for MHD, allowing special patches to be added. The
source code is for the BASM assembler, a subset of
the BASM compiler. MHD and the player control
stacks must lie on a page boundary.
Table 1.
OS POKES FOR PMG
Register
Description
Content
559
Resolution
46=Double, 62=Singlei
623
Priorily
(1 P0-P3,PF0-PF3, 2 PO, P1,PF0,PF1,P2,P3,
PF2,PF3, 4 PF0-PF3,P0-P3, 8 PF0.PF1.P0,
P1,PF2,PF3,P2,P3)+16 if missiles have own
color (register 711).
704-707
Player color
Hue* 16+ intensity
53256-53259
Player width
0=Normal, 1=Double, 3=0uadrupie
53260
Width of missiles
Two bits for each missile specify width
53277
Enable
player/missile
3=Enable'
53278
Hit clear
clears collision registers
53252-53255 (player to playfields)
53260-53263 (player to player)
53256-53260 (missile to players)
53279
Page of player/
missile area
PEEK(106)-8=Double resolution,
PEEK(106)-16=Single resolution'
'Most common POKE(s) to Ihis
register
Table 2.
MHD POKES
POKE
CONTENT
DEFAULT VALUE
ON-flOII
Page address of MHD
100
0N-f2
Page of player control stack
152
ON-fl32
Page of player/missile base
152
ON-flC06
Grid table address
(0,6) page 6
0N-^31
MHD exit address, user VBLANK
(98,288) XITVBV
ON-l-63
0= Rapid fire
203= Life trig between stiots
ON-HOO
26=Limit bullets
30=Don't limit bullets
ON-H02
Bullet limit
255
ON-h435=4
Enable missiles as
8
and
5th player i.e.
ON+951=0
Stack player 4
252
ON-f574
2= Continuous cyclic action
20=Cyclic action when
moving.
RESULT OF
GRID EQUATION POKES
POKES
POKES TO MAKE
A=8 default
POKE ON-l-987,10:POKE ON
+988,234:POKE ON-f 941,7
A=16
POKE ON+987,234:POKE ON-^988,234:POKE ON-l-941,15 |
A=4
POKE ON-f987,10:POKE ON
+ 988,10:POKE ON-)-941,3
B=16 delaul
POKE ON-r99474:POKE ON
-f 934,15
B=8
POKE ON-f994234:POKE ON+934,7 |
C
POKE ON+1003,C
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CIRCLE #112 ON READER SERVICE CARD >
ANALOG COMPUTING
MAY 1985 / PAGE 37
W}.
You have already
made your
first mistake !
You thought that cassette recorder
would handle your storage needs.
WRONG! —
Don't make
another one !
You think you need a disk drive
to solve your storage problems.
WRONG!
You need 2
disk drives !
Any serious application practically
demands at least Z drives.
Word Froce55\ng
Spreadsheet
Data Base Management
Mailing List Software
All of these are made more
powerful and, at the same time,
easier to use If you have two disis
drives.
5o now it will cost twice as much,
right?
WRONG!
You need an Astra single or double
density dual disk drive. Two drives
in one low-priced unit.
Astra Systems now has
two new models for your
ATARI:
ASTRA 2001
Single or Double Density
^isk Drive
■ Advanced Circuitry
■ Rotary Doors
■ Direct Drive Motors
. 360 Kbytes
I Reliable, Quiet Operation
■ rast Read/Write
. Easy Data Read
ASTRA ''BIG D"
■ Double 5lded Drives
■ Single or Double Density
~ Direct Drive Motors
- 720 Kbytes
ALL DRIVE5 FURMISMED WITH
5MARTD05 0RMYD05*
•DOUBLE 5IDEDDRIV/E5
Eur nearest dealer or distributor call
(714) 549-2141
^^FISTRFI SVST6MS, INC.
2500 5outh Eairview, Unit L
5anta Ana, California 92704
CIRCLE #113 ON READER SERVICE CARD
^ Basic Burger cominued
Figure 1.
MEMORY LAYOUT FOR BASIC BURGER
Displacement
from
PMBASE
PGS
CONTENT
-512
-2
Modified cfiaracter set
Player control stack
256
1
Player images
768
3
Missiles
1024
4
Player Chef
1280
5
Player 1 Hot Dog
1536
6
Player 2 Pickle
1792
7
Player 3 Chicken
2048
8
MHD 1012 Bytes; Screen memory 960 bytes
4096
16
Top of memory
Programmers should keep this article to incor-
porate MHD into their own games. D
Player
stack
1
2
3
4
5
6
7
Figure 2.
INDIVIDUAL PLAYER CONTROL STACKS
Displacement
from start Controls
Player Cfief
32 Player 1 Hot Dog
64 Player 2 Pickle
96 Player 3 Cfiicken
128 Missile Left Pepper
160 Missile 1 Rigfit Pepper
192 Missile 2 Bouncing Pepper
224 Missile 3 Bouncing Money
Figure 3.
IMAGE LOCATIONS
Displacement
from start Images
Two hot dog images
32 Two pickle images
64 Two chicken images
96 Six chef images
192 Flying peppers
200 Four bouncing pepper images
232 Four bouncing bill images
David H. ButJer is a CEO of the Hendry Corpora-
tion, which determines — without going into the
market — what would happen if marketing strategies
were changed on new or mature products. He has
twenty years of computer experience.
Listing 1.
5 REH PROGRAH CREATES THO FILES FOR BA
SIC BURGER
le REH LOAD HHD IN MEMORY
28 PGT0P=PEEKC106} : PG=PGT0P-8 : LIMEzlOO
ee:GOSUB 1080
30 REM LOAD PLAYER STACKS IN MEMORY
48 ? CHR5C253J :PG=PGT0P-ll:LINE=1878«:
GDSUB 1800
58 REM LOAD PLAYER IMAGES IN MEMORY
68 ? CHRSC253J :PG=PGT0P-10:LINE=11008:
GOSUB 1800
78 REM MODIFY CHARACTER SET IN MEMORY
88 ? CHRSC253J :PG=PGT0P-13:LINE=11388:
GOSUB 1800:? CHR|(2533
90 B=PG»256:A=PEEKC756)»256:F0R 1=128
TO 511: POKE B+I,PEEKfA+I} :NEKT I: FOR I
=256 TO 263: POKE B+I, 255: NEXT 1
96 A=B*512: RESTORE 97: FOR 1=0 TO 7:REA
D B:POKE A-272+I,B:P0KE A-257-I,B :HEXT
97 DATA 255,231,195,129,231,231,231,25
99 DIM F1SC20},F2SC203:F1S="C:":F2S=F1
S:SP=128
108 ? "MAKE CASETTE COJ , OR DISKCIJ";:
INPUT CD: IF CD THEN F1$="D:MHD.ML":F2S
="D : BURGER . BIN" : SP=8
185 IF CD=8 THEN ? "INSERT CASSETTE, P
USH PLAY AND":? "RECORD AND PRESS RETU
RN"
118 10=2 :PG=PGT0P-8: OPEN ltI0,8, SP,F1$ :
NUM=iei2
120 GOSUB 20118
Figure 4.
fcontinued on next page]
Displacement from start
Content
X Horizontal position
1 Y Vertical position
2 DX Change in X per change
3 DY Change in Y per change
4 IJIFFIES Jiffies per image change
5 XJIFFIES Jiffies per X change
6 YJIFFIES Jiffies per Y change
7 PPFC Player to playfields collision command
8 PPC Player to players collision command
9 PMC Player to missiles collision command
10 #IMAGES Number of images to cycle
11 IMSZ Image size
12 IMPTR Image pointer used by MHD
13 LSBIM Image address, least significant byte
14 MSBIM Image address, most significant byte
15 HI + BFLG Homing intelligence + boundary flag
Collision command (0 = Stop, 64 = Reset, 128 = Remove on collision)
+ WITH (bits 0-3)
HI (2,4,6 . .254) Random to hound dog.
BFLG (0 = Remove on violation, 1 =Stop on boundary)
1 Jiffy = Veo of a second
PLAYER CONTROL STACK
Displacement from start
Content
16 XMIN Lower horizontal limit
17 XMAX Upper horizontal limit
18 YMIN Lower vertical limit
19 YMAX Upper vertical limit
20 ICNT MHD counter used with IJIFFIES
21 XCNT MHD counter used with XJIFFIES
22 YCNT MHD counter used with YJIFFIES
23 PX Prior X without collision
24 PY Prior Y used to reset on collision
25 LY Last Y used to remove old image
26 CONTROL 26-31 control special functions
27 Dx Defines DX.DY for stick or maze players
28 Dy For trigger add to CPLR's X,Y to form
missile's X,Y.
29 CPLR Player to home in on (CONTROL 16)
30 HX or BULLET COUNT
31 HY or Last trigger position
CONTROL (255 = None, - 3 = Trigger, 4 - 7 = 4-way stick, 8-11= 8-way stick,
1 6 = Maze player with homing logic, 20 - 23 = Maze stick)
Maze player has intelligence HI and homes in on CPLR.
II CPLR = 255, then maze player homes in on HX.HY.
Note: If player stack is not used, set X = and CONTROL = 255.
ANALOG COMPUTING
MAY 1985/ PAGE 39
^^
Basic Burger
continued
13fl HEM WRITE CHSET STACK AND IMAGES
140 PG=PGT0P-13:MUM=1023:P0KE 764,12:0
PEH «I0,8,SP,F2S
150 GOSUB 20110: POKE fPGT0P-8)»256, : E
ND
1000 REM SUBR LOAD DATA IN MEMORY
1810 RESTORE LINE :B=PG«256:SUM=0 : TRAP
1030
1020 FOR J=0 TO 15: READ A: POKE B,A:SUM
=SUM+A:B=B+l:NEKT J
1030 IF LINE<>PEEKtl83)+256»PEEKC184J
THEN ? LINE;" MISSING": END
1040 READ A:IF SUMOABSCA) THEM ? "CHE
CKSUM ERROR LINE "; LINE: END
1050 ? LINE:LINE=LINE+10:IF A>0 THEN 1
020
1060 TRAP 40000: RETURN
99S9 REM MHD.ML
10000 DATA 216,163,152,133,204,169,255
,133,0,133,209,230,0,165,0,201,2369
10010 DATA 8,208,14,165,209,208,3,141,
30,208,160,8,162,0,76,98,4067
10020 DATA 228,10,10,10,10,10,133,203,
160,0,177,203,208,85,160,26,5700
10030 DATA 177,203,201,4,176,213,170,1
60,31,189,132,2,209,203,240,203,8213
10040 DATA 145,203,168,208,198,165,204
,133,206,160,29,177,203,10,10,10,10442
10050 DATA 10,10,133,205,160,0,177,205
,240,177,160,30,177,203,24,105,12458
10060 DATA 1,145,203,160,30,201,255,20
8,4, 169 , 255 , 145 , 203 ,160,27,177, 14801
10070 DATA 203,160,0,24,113,205,145,20
3,160,28,177,203,160,1,24,113,16720
10080 DATA 205,145,203,169,152,133,208
,165,0,201,4, 144 , 2 , 169 , 255 , 24 , 18899
10890 DATA 105,4,74,170,169,0,106,133,
207,138,101,208,133,208,165,0,20820
10100 DATA 73,4,170,160,7,177,203,61,0
,208,208,56,200,177,203,61,22788
10110 DATA 8,208,208,48,169,1,133,205,
165,0,201,4,176,81,170,200,24765
10120 DATA 177,203,240,75,133,206,202,
48,4,6,205,144,249,160,0,70,26887
10130 DATA 206,144,7,185,8,208,37,205,
208,8,200,192,4,208,240,24,28971
10140 DATA 144,45,160,9,177,203,10,144
,14,169,0,133,209,160,0,145,30693
10150 DATA 203,32,187,103,76,11,100,10
,144,18,160,23,177,203,160,0,32300
10160 DATA 132,209,145,203,160,24,177,
203 , 160,1 , 145 , 203 , 76 , 174 , 101 , 160 , 34573
10170 DATA 21,177,203,24,105,1,145,203
,160,5,209,203,144,43,160,21,36397
10180 DATA 169,0,145,203,168,177,203,1
60,23,145,203,24,160,2,113,203,38495
10190 DATA 160,16,209,203,176,10,160,1
5,177,203,41,1,240,171,208,9,40494
10200 DATA 200,209,203,176,241,160,0,1
45,203,160,22,177,203,24,105,1,42723
10210 DATA 145,203,160,6,209,203,144,4
4,160,22,169,0,145,203,160,1,44697
10220 DATA 177,203,160,24,145,203,24,1
60,3,113,203,160,18,209,203,176,46878
10230 DATA 10,168,15,177,203,41,1,208,
11 , 240 , 193 , 200 , 209 , 203 , 176 , 241 , 49166
10240 DATA 160,1,145,203,160,20,177,20
3,24,105,1,145,203,160,4,209,51086
10250 DATA 203,144,27,160,20,169,0,145
,203,160,12,177,203,24,105,1,52839
10260 DATA 145,203,160,10,209,203,144,
6 , 160 , 12 , 169 ,0 , 145 ,203 , 166 , O, 54774
10270 DATA 160,0,224,8,208,17,202,138,
73,3,10,234,234,113,203,157,56758
18288 DATA 4,208,202,16,242,48,5,177,2
03,157,0,208,160,12,177,203,58780
10290 DATA 170,136,169,0,24,202,48,4,1
13,203,208,249,160,13,24,113,60616
10300 DATA 203,133,205,200,169,0,113,2
03,133,206,160,1,177,203,72,160,62954
10310 DATA 25,209,203,240,3,32,187,103
,104,160,25,145,203,24,101,207,64925
10320 DATA 133,207,160,11,177,203,168,
136,166,0,189,179,103,170,138,49,67114
10330 DATA 207,17,205,145,207,136,16,2
46,160,26,177,203,48,108,201,4,69220
10340 DATA 144,104,201,12,176,103,133,
205,41,3,170,169,0,160,2,145,70988
10350 DATA 203,200,145,203,189,120,2,7
3,15,133,206,208,8,160,20,169,73042
10360 DATA 0,145,203,240,69,70,206,144
,10,160,28,169,0,241,203,160,75090
10370 DATA 3,145,203,70,206,144,8,168,
28,177,203,160,3,145,203,70,77018
10380 DATA 206,144,10,160,27,169,0,241
,203,160,2,145,203,70,206,144,79108
10390 DATA 8,160,27,177,203,160,2,145,
203,165,205,201,8,176,11,160,81119
10400 DATA 2,177,203,240,5,200,169,0,1
45,203,76,11,100,201,16,240,83107
10410 DATA 112,41,3,170,32,161,103,240
,13,169,12,192,0,240,2,169,84766
10420 DATA 3,133,206,24,144,50,32,215,
103,160,2,177,203,48,10,165,86441
10430 DATA 206,41,8,208,12,145,203,240
,8,165,206,41,4,208,2,145,88283
10440 DATA 203,200,177,203,48,10,165,2
06,41,2,208,12,145,203,240,8,90354
10450 DATA 165,206,41,1,208,2,145,203,
189 , 120 , 2 , 73 , 15 , 37 , 206 , 133 , 92100
10460 DATA 206,208,12,160,2,177,203,20
0,17,203,208,12,76,61,102,169,94116
10470 DATA 0,160,2,145,203,200,145,203
,169,4,133,205,76,69,102,208,96140
10480 DATA 137,160,21,177,203,288,246,
32,161,103,208,243,32,215,103,240,9863
1
10490 DATA 222,160,2,177,203,240,14,48
,6,165,206,41,11,208,25,165,100524
10500 DATA 206,41,7,208,19,200,177,203
,48.8,240,14,165,206,41.14,102321
10510 DATA 208,6,165,206,41,13,240,183
,133,206,160,15,173,10,210,209,104499
10520 DATA 203,144,17,173,10,210,41,3,
170,189,175,103,37,206,240,243,106663
10530 DATA 133,206,208,155,160,29,177,
203,48,27,10,10,10,10,10,133,108192
10540 DATA 207,165,204,133,208,160,0,1
77,207,160,30,145,203,160,1,177,110529
10550 DATA 207,160,31,145,203,160,30,1
77,203,160,0,209,203,240,12,48,112717
10560 DATA 4,169,8,208,2,169,4,37,206,
208 , 197 , 160 , 31 , 177 , 203 , 160 , 114660
10578 DATA 1,289,203,48,4,169,2,208,2,
169,1,37,206,208,177,240,116544
10580 DATA 162,160,0,177,203,41,15,208
,5,200,177,203,41,7,96,1,118240
10590 DATA 2,4,8,0,0,0,0,252,243,207,6
3,166,0,189,179,103,119656
10600 DATA 133,1,160,11,177,203,170,16
0,25,177,203,168,177,207,37,1,121666
10610 DATA 145,207,200,202,288,246,96,
160,1,177,203,10,234,133,206,136,12423
10620 DATA 177,203,74,74,74,74,24,101,
206,56,233,0,168,185,0,6,125885
10630 DATA 133,206,96,100,0,0,0,0,0,0,
0,0,0,0,0,0,-126420
10690 REM PLAYER CONTROL STACKS ***
10695 REM CHEF
10700 DATA 0,0,0,0,10,4,5,0,143,0,2,16
,0,160,145,1,486
10710 DATA 60,196,40,137,0,0,0,0,0,0,2
0,1,1,0,0,0,941
10715 REM HOT DOG
PAGE 40 / MAY 1985
ANALOG COMPUTING
^^
Basic Burger continued
L972B DATA 8,0,0,8,18,3,4,133,0,131,2,
16,0,8,145,158,1541
18738 DATA 18,250,16,258,8,8,0,8,8,8,1
6,1,1,8,8,8,2885
18735 REM PICKEL
10748 DATA 8,8,8,8,18,3,4,139,8,131,2,
16,8,32,145,158,2717
18758 DATA 18,258,16,258,8,8,0,8,8,8,1
6,1,1,0,0,0,3261
10755 REM CHICKEN
10768 DATA 8,0,0,0,20,3,4,135,0,131,2,
16,0,64,145,158,3335
18778 DATA 18,250,16,250,0,0,0,8,0,0,1
6,1,1,0,0,0,4479
18775 REM RIGHT FLVIMG PEPPER
18788 DATA 8,8,1,1,0,1,1,139,142,8,1,5
,8,192,145,8,5187
10790 DATA 32,216,16,200,8,8,0,8,0,0,0
,4,255,0,0,0,5830
18795 REM LEFT FLYIMG PEPPER
18800 DATA 8,8,255,1,8,1,1,139,142,8,1
,5,0,192,145,8,6712
18818 DATA 32,216,16,200,8,8,8,0,0,0,0
,2,255,0,0,0,7433
10815 REM BOUNCING P
10820 DATA 0,0,0,0,4,5,6,0,1,0,4,8,0,2
00,145,1,7807
10830 DATA 32,240,40,137,0,0,0,0,8,8,1
6,1,1,1,0,0,8275
10835 REM BOUNCING MONEY
10840 DATA 0,0,0,0,4,5,6,0,129,0,4,8,0
,232,145,0,8808
10850 DATA 32,240,40,137,0,0,0,0,0,0,1
6,1,1,1,0,0,-9276
10990 REM IMAGES FOR PLAVER5 ****
10995 REM THO HOT DOG IMAGES
11008 DATA 48,120,180,252,252,126,126,
62,62,126,126,252,252,252,120,48,2404
11010 DATA 12,30,45,62,62,126,126,252,
252,126,126,62,62,62,30,12,3851
11015 REM TMO PICKEL IMAGES
11020 DATA 0,24,0,126,0,90,0,255,0,231
,0,98,8,126,0,24,4817
11038 DATA 0,0,0,0,0,0,126,255,126,0,8
,8,0,0,0,0,5324
11035 REM THO CHICKEN IMAGES
11040 DATA 0,0,24,60,60,126,126,126,12
6,60,60,60,24,24,24,60,6284
11050 DATA 0,0,68,24,24,24,60,60,60,12
6,126, 126 , 126 , 60 , 60 , 24 , 7244
11055 REM 2 MV LEFT, 2 MV HT,2 CLIMBING
CHEF IMAGES
11068 DATA 8,8,8,8,62,127,62,28,28,12,
63 , 127 , 92 , 28 , 54 , 54 , 7981
11878 DATA 8,8,0,0,62,127,62,28,28,12,
127,127,29,28,54,99,8764
11080 DATA 0,0,0,0,62,127,62,28,28,24,
63,127,92,28,54,54,9513
11090 DATA 0,0,0,0,62,127,62,28,28,24,
127,127,29,28,54,99,10308
11100 DATA 0,0,0,0,0,124,254,124,56,56
,126,254,254,252,108,12,11928
11110 DATA 0,0,0,0,0,124,254,124,56,56
, 252 , 254 , 254 , 126 , 108 , 96 , 13632
11115 REM FLYING PEPPER, 4 BOUNCING P
11120 DATA 15,0,15,0,15,0,0,0,48,48,48
,32,32,32,0,0,13917
11138 DATA 8,48,48,48,32,32,32,8,8,8,4
8,48,48,32,32,32,14397
11135 REM , 4 MONEY IMAGES
11148 DATA 8,48,48,48,32,32,32,0,0,0,0
,8,192,192,192,192,15405
11150 DATA 0,0,0,192,192,192,192,0,0,0
,192,192,192,192,0,0,16941
11160 DATA 0,0,0,192,192,192,192,0,0,0
,0,0,0,0,0,0,-17709
11290 REM 16 REDEFINED CHARACTERS ***
11300 DATA 0,0,0,0,0,0,0,0,255,255,0,2
55,0,255,0,255,1275
11310 DATA 3,7,15,31,63,127,255,255,25
5,255,191,255,255,255,223,255,3975
11320 DATA 192,240,248,252,254,255,191
,255,0,255,0,255,0,255,8,255,6882
11330 DATA 19,63,127,255,255,127,63,6,
96,252,254,255,255,254,252,200,9615
11340 DATA 255,191,255,127,63,31,15,3,
255 , 191 , 255 , 254 , 252 , 248, 240 , 192, 12442
11350 DATA 0,0,0,0,0,0,8,255,31,63,127
,191,255,127,63,31,13585
11360 DATA 248,252,254,255,191,254,252
,248,28,191,255,255,255,255,253,56,170
87
11370 DATA 0,8,8,0,0,0,24,60,24,24,60,
36,36,44,110, 126 , -17631
20110 REM I0=tl=READ,2=MRITEJ
20120 REM PG^PAGE , NUM =tt OF BYTES
20138 I0CB=832+I0*16:P0KE IOCB+2, 3*4*1
0:POKE I0CB+4,0:P0KE I0CB+5,PG
28148 I=INT(NUM/256) :PDKE I0CB*8,NUM-I
*256;P0KE IOCB+9,1
28158 I=USR CADR fhhhSLUB") , I0»16) : CL05
E ttIO: RETURN
CHECKSUM DATA.
(see page 34]
5 DATA 771,738,722,884,34,857,16,424,3
49,88,667,293,346,991,751,7931
110 DATA 123,4,909,25,65,590,547,424,9
24,502,1,910,182,723,185,6114
10828 DATA 412,553,26,538,574,696,887,
738 , 415 , 486 , 389 , 582 , 327 , 485 , 15 , 6787
10170 DATA 491,587,509,525,462,777,568
, 446 , 453 , 457 , 387 , 348 , 464 , 752 , 538 , 7668
10320 DATA 65,626,500,716,498,266,707,
484,242,414,286,236,464,460,722,6686
10470 DATA 454,887,514,289,804.762,747
,44,783,276,236,178,849,599,821,8243
10628 DATA 274,852,632,889,617,375,251
,892,579,468,175,578,328,199,598,7699
18775 DATA 11,875,874,214,981,853,757,
385 , 579 , 438 , 431 , 836 , 363 , 78 , 733 , 8248
11818 DATA 86,771,4,369,26,699,712,583
,578,397,576,571,138,132,222,5776
11128 DATA 987,284,318,368,844,897,922
,886,567,339,818,885,368,194,414,9067
20110 DATA 736,579,477,205,172,2169
Listing 2.
t REM ** BASIC BURGER ««
2 REM BY DAVID H. BUTLER
4 K1=1:K2=2:K3=3:K4=4:K5=5:K6=6
5 DIM UP$(K1) ,UECT0R$(ll},F00D5fl6) ,B$
C12> :LIFE=K3:BPNT=1OO00:BS="
" : LEUEL=:PEEK f 1750)
10 RESTORE 1600: FOR I=K1 TO 11: READ A:
VECTOR$(I)=CHR$CA} :NEKT I:FOR I=K1 TO
18: READ A:F00D5fI)=CHR$(A) :NEXT I
98 GRAPHICS 17: POKE 77,K0:G0SUB 28888:
POKE 756,PGCHSET:PFLG=K0:G0SUB 78eO:BF
LG=PFLG:SOUND K1,20,12,S :POKE 764,255
163 IF PEEKC53279)=K6 OR NOT STRIGCKO
) THEN GOSUB 550: RUN
ANALOG COMPUTING
MAY 1985/ PAGE 41
^
Basic Burger continued
164 IF LIFE=Ke THEN I=U5RCADRfUECT0R$)
,0FF):60SUB 15e0:P0SITI0N K6,Ke:? ttK6;
"0"; :GOTO 163
165 G05UB 558 :8LUE=17e:X0LI>=128: POKE A
*K1 , 40 : POKE A , XOLIX : I=U5R CADR CVECTOR$} ,
ON)
169 REM START OF MAIN LOOP
170 X=PEEK CA) : K13INT tX/32+0 , 5>»32 : IF
NOT M THEN G05UB 9108: GOTO 163
175 Z=PEEKCA«K2)<>Ke:IF Z THEN SOUND K
8,258,K2,Z«K4
188 IF X-X0LD>24 THEN Xe=XOLD:XOLD=:Xl:
X1=X1-8:G0SUB 1008
181 IF X0LD-X>24 THEN X8=X1 :X1=X0LD:X0
LD=X8:G0SUB 1000
183 VOID- PEEK CA<^K1> ; POSI TION Ke,Ke:? tt
K6;"Q091g "aiFE;" JSAMi ".PHT; :IF PEE
K(53279]=K6 THEN LIFE^KOiGOTO 164
184 IF PNT>=BPNT THEN GOSUB 9410
186 I=PEEKtPEPPER)»K2+Kl:P0SITI0N Kl,2
2'.1 ttK6;B$CKl,I); : POSITION Kl,23:? ttK6
;bSck1,I);
187 IF NOT BFLG THEN IF PEEKt20)>6e T
HEN POSITION 14,23:? ttK6;" "}
190 POKE 53761, KO:REM QUICK SO. 0,8, 0,0
191 IF NOT PFLG THEN IF PEEKC53778XK
4 THEN PFLG=Kl:B=A«K6«32: GOSUB 1120
192 IF PFLG=:K1 THEN B=PEEKC53258)/K2:I
F BOINTCB) THEN GOSUB 827e:P0KE A+192
,K2:PFLG=Ke:G0SUB 9380:P0KE 53278, KO
193 IF NOT BFLG THEN IF PEEK C53770J <7
THEN BFLG=K1:B=A+224:G0SUB 1120
194 IF BFLG AND NOT PEEKCA^224) THEN
POSITION 14,23:? tlK6;"B=";B0NUS; :BFL6=
KO:PNT=PNT+BONUS:POKE 20, KO: GOSUB 9380
195 IF PEEKC764}=33 THEN GOSUB 9000
280 GOSUB liee;GOSUB 998:G0T0 178
540 REM REMOVE ALL PLAYERS, SET DX AND
DY TO ZERO ON ALL BUT PEPPERS
550 FOR I=Ke TO 7 : B=A+I«32 :POKE B,K2:P
OKE 532481^1, KO: IF I<>K4 AND I<>K5 THEN
POKE B+K2,Ke:P0KE B+K3,K0
560 NEXT I:POKE A+21,K0:P0KE 53278, K8:
BFLG=Ke:PFLG=Ke:D=K8: RETURN
980 REM CHOOSE CHEF IMAGE
990 DX=PEEK(A+K2) :POKE A+13,96«CDX=255
) +128K CDX=K1) Hhl6e« tDX=KO)
993 REM FLYING PEPPER SOUND
995 P=PEEKCA+128) :IF NOT P THEN P=PEE
KCA+ieO)
996 DX=ABSCP-PEEKCA))/10: SOUND K1,K5,K
4, t8-DX)«CDX<8)«(P<>K0) :RETURN
999 REM FALLING BURGER ROUTINE
1800 Y=INT C (YOLD-40 J /24+0 . 5)«24+40 : PY=
Y/8-K2 : PX=X8/8-K5 : LOCATE PX , PY , OUT : IN=
32
1818 IF IN=OUT THEN RETURN
1825 REM REMOVE FOOD ON TOP BURGER PAR
T
1830 FOR 1=32 TO 96 STEP 32 :B-PEEK tl+A
) :IF PEEKtA+I+Kl)=Y THEN IF B>X8 AND B
<X1 THEN POKE I+A,K2
1840 NEXT I
1845 PNT=PNT+iee:POSITION PX.PY:? ttK6;
II II m
1050 FD=K6»C0UT=34J+9«C0UT=K6J+12»t0UT
=1391 HI15«C0UT=40)+Kl: SOUND K0,255-PY»1
0,ie,K4
1851 POKE 53763, KOZIF PEEKCA«128) THEN
SOUND K1,K5,K4,K4
1855 F00D=K3«tlN=178)+K6»CIN=34J+9»CIN
=K6J +12«IIN=139) ♦15«tIH=40J +K1 : IF PEEK
C764)=33 THEN GOSUB 9888
1868 IF PY>16 THEN LOCATE PX,PY-»K1 ,IN :
IF IN032 THEN PNT=PNT*408»CPY=17) :POK
E 53761, K8: GOTO 1895
1878 IF IN=32 OR IN=BLUE THEN POSITION
PX,PY:? ttK6;F00D$fF00D,F00D+K2); :IF C
IN=:BLUE) AND PEEKCA+K3) THEN GOSUB 990
1875 PY=PY+Kl: LOCATE PX,PY, IN :POSITION
PX,PV:? ttK6;F0OD$CFD,FD+K2); :IF IH<>3
2 AND INOBLUE THEN OUT=IN:GOTO 1858
1898 GOTO 1855
1891 REM TEST FOR END OF ROUND
1895 FOR I=K4 TO 16 STEP K4:L0CATE 1,1
7,B:IF B=32 THEN POP : RETURN
1096 NEXT I: POP :PNT=PNT«888:F0R I=K1
TO K3:PNT=PNT+ie8«C NOT PEEKfA4l«32)) :
NEXT I: GOSUB 550: GOSUB 9200: GOTO 18
1899 REM BRING FOOD TO LIFE
1100 IF RNDCK8X8.75 THEN RETURN
1185 B=A+32+32«INT(K3«RNDfK8)):IF PEEK
CB) THEN RETURN
1118 D=D+Kl:PNT=PNT+(D>K3)«100
1120 Y=40HKINTCRNDCK0)«K5)«24:X1=32«192
«INTCRNDCK8}«K2):PQKE B+K1,Y:P0KE B+K2
,K0:P0KE B+K3,K8:P0KE B, XI: RETURN
1500 REM PUT DEAD CHEF ON SCREEN
1518 I=PEEK CA+25) +A+ie24 : B=PEEK tA+13J ♦
256»PEEKCA+14):F0R J=K4 TO 15:P0KE I+J
, PEEK CB+ J) : NEXT J : RETURN
1600 DATA 104,184,178,184,168,169,7,32
,92,228,96
1618 DATA 32,32,32,178,170,170,34,35,3
6,6,13,7,139,131,140,40,35,41
7888 REM SET SPEEDS
7818 LEVEL=LEVEL*CLEVEL<7J: RESTORE 788
8:P0SITI8N 14,22:? ttK6 ;••[£"; LEVEL;
7815 FOR I=K1 TO LEVEL:READ B,C, BONUS:
NEXT I
7820 POSITION K2,K2:? ttK6;"GET READY T
PLAY";
7838 POSITION K2,21:? ttKe; "BASIC BURGE
nil ■
7848 POKE A4K5,BHhKl:P0KE A+K6, C4K1 :POK
E A+197,B+K2:P0KE A+198,C*K2
7858 FOR I=:K1 TO K3:P0KE A+I»32+K5,B:P
OKE A+I«32+K6,C:NEXT I:PEPPER=A+128+38
:IF NOT PNT THEN POKE PEPPER, KO
7888 DATA 4,3,508,3,4,758,3,3,1888,3,2
,1588,2,3,2000,2,2,3888,2,1 ,5888
7898 POSITION K2,22:? ttK6;"iailGgl&B";K
5~PEEK CPEPPER) "
7980 POSITION K2,23:? ttK6;"(I£ISB";LIF
E'" H^B""PNT'
7985 IF PHT>BPNT THEN GOSUB 9400
8088 REM DRAM RANDOM MAZE
8818 FOR I=KO TO 192 STEP 16: RESTORE 8
050:C=C NOT I}+K2»CI=192}
8828 FOR J=K1 TO 16: READ B
8838 POKE 1536+I+J,B-C«CB=K3)
8840 NEXT J: IF PEEK C53279J=K5 THEN LEV
EL=LEUEL»CLEVEL<>7J :POKE 1758, LEVEL :P0
P :GOTe 7888
8845 NEXT I
8858 DATA 8,8,8,3,12,3,12,3,12,3,12,3,
8855 REM ADD BASIC MAZE
8868 FOR I=K2 TO 11 STEP K3:P0SITI0N K
X+HBf-ZtHW^V;***-/.***-/
':GOTO 8090
8888 ? ttKe;"B
8898 ? ttK6;"
8188 ? ltK6;" _____
^^OHEIO^OSITION K2,14:? tlK6;"BG33
8128 REM ADD FOOD MODIFY MAZE
8130 FOR I=K3 TO 15 STEP K4:FD=7
8140 B=K3+K3«INTCRNDCK8)»K5)
8158 FOR J=K3 TO 15 STEP K3
8168 IF J=B THEN POSITION I,J-K1:? ttK6
;" "; :GOTO 8198
PAGE 42 / MAY 1985
ANALOG COMPUTING
^^
Basic Burger continued
8170 POSITION I, J:? ttK6;F00D$fFD,FD+K2
) J :FD=FD*K3
8180 GRID=1536+16»CJ-K3J + CI+K5J /K2 : POK
E GRID, PEEK CGRIDJ +8: POKE GRID+K2,PEEK (
GRID+K2]«K4
8190 NEXT J: NEXT I
8200 REH ADD ONE MAY LADDERS
8210 FOR I=K3 TO 19 STEP K4
8220 UP= NOT UP:UPS="H":IF UP THEN UPS
="a"
8230 J=K4+K3«INT(RNDCK0)«K4} :GRI0=1536
+16«JJ-K4)+CI+K5)/K2
8240 B=GRID+48«C NOT UP):IF PEEKCBl-UP
=K1 THEN 8230
8250 POKE B,PEEKCB}-UP-UP-C NOT UP)
8260 POSITION I-K1,J:? ttK6;UP$; : NEXT 1
8270 POSITION K2,21:F0R I=:K1 TO 17:? tt
K6;CHR$C96};:NEXT IrPOSITION K2,22:F0R
I=K1 TO K5:? t»K6;" ";CHRSC14); :NEXT I
8280 POSITION K0,23:? »K6;" / / / /
/
8285 IF PNT AND NOT PFLG THEN RETURN
8290 B=A+128:P0KE PEPPER, KO : POKE B«2e,
K8:P0KE PEPPER+32,K0:P0KE B+32+26,Ke:R
ETURN
9000 POKE 764, 255 :I=USRCADRf VECTORS),
FF) :GOSUB 9220
9810 IF PEEKC764)<>33 THEN 9010
9020 POKE 764, 255 :I=USRCADRf VECTORS),
N) : RETURN
9100 REM KILL CHEF SOUND
9110 LIFE=LIFE-Kl:FOH D=15 TO KO STEP
-K1:S0UND K0,2S5«RNDCK0),ie,D:NEXT D:P
FLF=D : BFLG=D : RETURN
9200 REM END ROUND SOUND
9210 FOR 1=160 TO 80 STEP -K1:S0UND KO
,I,10,Ke:NEXT I:50UND Kl,e0,14,K6:S0UN
D K2,96,14,Ke
9220 POKE 53761, K8:F0R I=K1 TO lSe:NEX
T I:SOUND Kl,KO,Ke,KO:SOUND K2,K0,K0,K
i RETURN
9300 FOR I=K1 TO 10: SOUND K0,20«RNDfK0
),18,8:NEXT I:POKE 53761, KO: RETURN
9390 DATA 38,32,26,20,32,26
9400 REM BONUS CHEF
9410 LIFE=LIFE+Kl:BPNT=BPNT4^18ee8:REST
ORE 9390: FOR I=K1 TO K6:READ B: SOUND K
0,B,ie,K6:F0R B=Ke TO 18:NEXT B:NEXT I
9420 POKE 53761, KO: RETURN
28000 REM ONE TIME SET UP
20015 REM ASSIGN COLORS TO PLAYERS
20020 POKE 704,14:P0KE 705,70:P0KE 706
, PEEK C709) : POKE 707,24:P0KE 711,22
20025 REM LOAD IN MHD IF NOT LOADED
28038 PGT0P=PEEKC106J :PGCHSET=PGT0P-18
: PG=PGT0P-8 : LET DN=PG»256 : NUM=:iei2
20035 IF PEEK(0N)=216 THEN 20090
28046 I0=K1:0PEN ttI0,K4,K0,"D:MHD .ML":
GOSUB 20110 :GOSUB 20168
20045 REM IttID RET . =DEFERRED VBLANK
20050 POKE ON+31, PEEK C548) : POKE ON+32,
PEEK (549) :LEVEL=KO:POKE 1750, LEVEL
20055 POKE 0N+108,26:P0KE 0N+ie2,K5:RE
M LIMIT PEPPERS TO 5.
20060 POKE 0N+146,24:REM SINGLE RESOLU
TION.
20065 POKE ON+951, 240: POKE 0N+952,24e:
REM CHANGE MISSILE KEEP MASK.
20070 POKE 0N+1003,80:REM GRID EQUATIO
N=2Y+X/16-80 .
28075 REM LOAD IN CHSET+STACKS+IMAGES
20080 OPEN niO,K4,Ke,"D:BURGER.BIN":NU
M-1032 : PG=PGCHSET : GOSUB 20110 : POSITION
K2,10:? ttK6; "CLEARING PM AREA";
20085 B=tPGT0P-16)»256:F0R 1=768 TO 20
47:P0KE B+I,KO:NEXT I:REM CLEAR PM ARE
A
28098 A=PGTOP-ie:POKE 54279,A:P0KE 0N+
132,A:P0KE 559,62:P0KE 5327^, K3 :POKE
NHHK2,A:P0KE 623,17:P0KE 53260,208
28095 A=A«256:F0R I=KO TO 7: POKE A*I»3
2+14,PGT0P-15:NEXT I:REM P6 ADDRESS OF
IMAGES
28108 OFF=PEEK (0NHH31} +PEEK C0N+32)»256 :
RETURN
20118 REM ID=:(1=READ,2=MRITE)
20128 REM PG=PAGE , NUM =tt OF BYTES
28138 I0CB=832+I0»16:P0KE I0CB+K2,K3+K
4«I0:P0KE I0CB+K4,Ke:P0KE I0CB+K5,PG
28148 I=INT(NUM/256) :P0KE I0CB+8,NUM-I
«256:P0KE IOCB+9,1
20158 I=USR (ADR ("hhli[a.VS") , I0«16) : CLOS
E ttIO: RETURN
20155 REM MAKE MHD RELOCATABLE
20168 RESTORE 20170: FOR I=K1 TO 14:REA
D A: POKE ON+A, PEEK (0N4A) -PEEK (ON+1011)
+PG:NEXT I: POKE 0N+1011,PG: RETURN
28178 DATA 243,246,278,583,524,652,662
,680,758,766,777,782,843,959
CHECKSUM DATA.
(see page 34}
1 DATA 158,445,59,972,42,311,590,285,4
99,481,318,484,332,324,920,6212
184 DATA 222,626,598,651,481,10,899,58
2,323,354,344,511,660,642,508,7251
993 DATA 998,967,775,317,837,739,469,8
81,488,398,677,954,898,833,788,18923
1875 DATA 176,738,186,496,55,681,224,7
IIjPZiJ^I' 227, 184, 281, 119, 895, 6851
7818 DATA 722,778,104,143,5,491,313,25
,989,142,673,586,173,352,619,6115
8845 DATA 512,769,77,233,45,369,765,79
5,262,939,914,724,391,777,367,7939
i^2L**2IS ZS^' 51*' ^S^' 397- 53, 96, 496, 29
8,959,919,538,949,605,842,882,9328
9*28 6aTA 347, 339^428,' 462; ?§7^4l7ll8, 6
6,915,464,343,511,44,592,686,6246
28838 DATA 798,896,751,843,894,481,889
, 814 , 665, 486 , 834 , 714 , 396 , 496 , 954 , 10831
20110 DATA 736,579,445,205,172,246,683
,42,3108
Listing 2C.
20036 REM ADD TO BASIC BURGER FOR CASS
ETTE SYSTEMS
20037 POSITION 2,10:? tt6; "MOUNT TAPE H
IT KEY" "
20040 10=1: OPEN mo. 4, 128. "C": GOSUB 20
110: GOSUB 20160
20088 POKE 764,12:0PEN ttIO , 4 , 128 ,"C" :N
UM=1032:PG=PGCHSET: GOSUB 2811O-.P0SITI0
N 2,10:? tl6;"CLEARING PM AREA ";
25008 REM MAKE TAPE BACKUP
25018 IF PEEK(0H)<>216 THEN ? "RUN BAS
IC BURGER BEFORE SAVEING":END
25020 TRAP 25030 :LPRINT : REM LPRINT BE
FORE SAVE
25030 TRAP 40000:? "MOUNT TAPE. HIT RE
TURN"
25040 CSAVE : 10=2 :NUM=iei2 : POKE 764.12
:OPEN ttI0,8,128,"C":PG=PGT0P-8:G0SUB 2
0110
ANALOG COMPUTING
MAY 1985 / PAGE 43
^^
Basic Burger
continued
25850 MUM=1032:PG=PGCH5ET5POKE 764,12:
OPEH ttI0,8,128,"C":G05UB 20110
Assembly listing.
REM HHD MOTION HANDLER BASM ASH
»=S63F0
CLD
ADR=203
CMASIf=205
AIHAGE=205
AFPL-205
APM=207
HPL=207
CFLG=203
INDEX=e
STICK0=632
TRIGe=644
GRIDTB=1S36
CPLF=53248
CPL=53256
RANI>0M=5377d
HITCLR=53278
KITUBU=58466
«=S64O0
ENTER CLD : LET ADH+1 = 152
LET 255 -> INDEX -> CFLG
REM TEST FOR END
LI INC INDEX
IF INDEX <> 8 GOTO LO
LDA CFLG : BNE EXIT
STA HITCLR
EXIT LDY tt8 : LDX ttO
GOTO XITUBV
REM ADR=32«INDEX
LO A5L A : ASL A : A5L A : A5L A
ASL A : STA ADR
REM IS STACK ON ?
LDY nQ : LDA tADR),Y : BNE ON
LDY 1126 ! REM TEST FOR TRIG
IF (ADR),Y >= 4 GOTO LI
REM TRIG HANDLER LATCH LOGIC
TAX : LDY tt31
IF TRIGO,X = CADR),Y GOTO LI
STA fADR),Y : TAY : BNE LI
THD LET AFPL+1 = ADR+1
LDY tt25 : LDA CADRl.Y : ASL A
REM AFPL =32» CADR),Y
ASL A : ASL A : ASL A : ASL A
STA AFPL : REN IS AFPL ON
LDY no : LDA tAFPLJ.Y : BEQ LI
LDY tt3e : REM BULLET LIMIT
LET CADR},Y - fADR),Y + 1
LDY tt30 : REM FOR LIMIT LDY tt26
IF = 255 THEN LET CADR},Y = 255
REM X=DELTA X + XF
LDY tt27 : LDA CADRl.Y : LDY ttO
LET (ADR),Y = + CAFPD.Y
REM V=DELTA Y + YF
LDY n28 : LDA fADR),Y : LDY ttl
LET fADR),Y = + CAFPL},Y
REM COMPUTE PM AREA ADRRESS APM
ON LET APM+1 = 152 : LDA INDEX
IF < 4 GOTO LIA : LDA tt255
LIA LET * 4 : LSR A : TAX
REM SINGLE RES POKE LSR TO CLH
LDA ttO : ROR A : STA APM : TXA
ADC APM41 : STA APM+1
REM TEST FOR COLLISIONS
TCOL LET INDEX XOR 4 : TAX
LDY tt7 : LET tADR),Y AND CPLF.X
BNE COL : INY
LET CADRl.Y AND CPL.X : BNE COL
LET CMASK = 1
IF INDEX >= 4 GOTO NCOL : TAX
REM TEST FOR PLAYER TO MISSILES
INY : LDA (ADR},Y : BEO NCOL
STA CMASK+1
L2 DEX : BMI L3 : ASL CMASK
BCC L2
L3 LDY tte
L4 LSR CMASK+1 : BCC L5
LET CPL,Y AND CMASK
BNE COL-2
L5 INY : CPY tt4 : BNE L4
CLC : BCC NCOL : LDY ttS
REM UHAT ACTION ON COLLISION?
COL
LDA fADR),Y : ASL A : BCC COLl
REM TURN STACK OFF
OFF LET CFLG -
LDY ttO : STA (ADR),Y
GOSUB CLRY : GOTO LI
COLl ASL A : BCC C0L2
REM RESET POSITION
LDY tt23 : LDA CADRJ.Y : LDY ttO
STY CFLG : STA CADR},Y
LDY tt24 : LDA CADR},Y : LDY ttl
STA fADR),Y
C0L2 GOTO P9 : REM SKIP UPDATE
NCOL : REM UPDATE X
LDY tt21
LET (ADR),Y = fADR),Y + 1
LDY tt5 : IF < fADR),Y GOTO UPY
REM CLEAR XCNT LET PX=X
LDY tt21 ! LET CADR),Y =
TAY : LDA fADR),Y
LDY 1123 : STA (ADR),Y : CLC
REM X=X+DX
LDY tt2 : ADC CADR},Y
LDY ttl6 : REM IS X IN BOUNDS ?
IF >= fADR},Y GOTO UPXl
OUTX LDY ttl5 : LET tADR),Y AND 1
TOFF BEQ OFF : BNE UPY
UPXl INY
IF >= CADR),Y GOTO OUTX
REM STORE X
LDY ttO : STA (ADR),Y
UPY LDY tt22 : REM UPDATE Y
LET fADR),Y - fADR),Y + 1
LDY tt6 : IF < fADRI.Y GOTO UPI
REM CLEAR YCNT LET PY=Y
LDY tt22 : LET CADR),Y =
LDY ttl : LDACADR),Y
LDY tt24 : STA fADR),Y : CLC
REM Y=Y+DY
LDY tt3 : ADC (ADR},Y
LDY ttl8 : REM IS Y IN BOUNDS
IF >= CADR),Y GOTO UPYl
OUTY LDY ttl5 : LET CADR],Y AND 1
BNE UPI : BEQ TOFF
UPYl INY
IF >= (ADR],Y GOTO OUTY
REM STORE Y
LDY ttl : STA fADR),Y
UPI LDY tt2e
LET CADR),Y = CADR) , Y + 1
LDY tt4 : IF < fADR},Y GOTO P9
LDY tt2e : REM IMAGE CHANGE
LET fADR),Y = : LDY ttl2
LET fADR),Y = CADR),Y + 1
LDY ttlO : IF < (ADR),V GOTO P9
LDY ttl2 : LET fADRJ.Y =
P9 LDX INDEX : REM POKE X
LDY ttO : CPX tt8 : BNE PX
DEX : REM 5TH PLYR CPX tt8 TO tt4
PZ TXA : EOR tt3 : ASL A : NOP
NOP : ADC fADR),Y
STA CPLF+4,X
DEX : BPL PZ : BMI PXl
PX LET CPLF.X = CADR),V
PAGE 44/ MAY 1985
ANALOG COMPUTING
^^
Basic Burger continued
REM COHPUTE IIMGE LOAD AREA
REM AREA=IM ADR + XM tt « IN 5Z
PXl LDY ttl2 : LDA (ADR)^Y
TAX : DEY : LDA ttO : CLC
INI DEK : BNI IH2 : ADC CADRl.Y
BNE IMl
IM2 LDY ttl3
LET AIMAGE = * CADR),Y : INY
LDA no : ADC CADR),Y
5TA AIHAGE41 : LDY ttl
REM CLEAR Y IF YOLY
LDA CADR],Y : PHA : LDY tt25
CMP tADR),Y : BEQ 13 : JSR CLRY
REM LY=Y
13 PLA : LDY tt25 : STA CADR),Y
LET APM = + APM
LDY ttll : LDA CADR),Y : TAY
DEY : REM LOAD IMAGE
LDX INDEX : LDA KEEP,X : TAX
LOAD TXA : AND fAPM},Y
LET fAPM),Y = OR CAIMAGE),Y
DEY : BPL LOAD
REM TEST FOR STICK
LDY tt2e : LDA tADR},Y : BMI TLl
IF < 4 GOTO TLl
IF >= 12 GOTO GSTK
REM STICK HANDLER
STA CMA5K : AND tt3 : TAX
LDA tte : LDY »2 : STA CADR),Y
INY : STA CADR},Y
LET CMASK+1 = STICKO^X XOR 15
BNE STO : REM STOP CYCLICACTION
STOP LDY «20
LET CADRJ.Y = : BEQ TLl
STO LSR CMASK+1 : BCC STl
LDY tt28 : LDA ttO : SBC (ADR),Y
LDY tt3 : STA CADR),Y
STl LSR CMASK+1 : BCC ST2
LDY tt28 : LDA fADR),Y
LDY ns : STA CADR),Y
ST2 LSR CMASK+1 : BCC ST3
LDY tt27 : LDA ttO : SBC CADR},V
LDY tt2 : STA CADR},Y
ST3 LSR CMASK+1 : BCC ST4
LDY tl27 : LDA fADR),Y
LDY tt2 : STA CADRI,Y
ST4 IF CMASK >= 8 GOTO TLl
LDY t}2 : LDA fADR),Y : BEO TLl
INY : LET CADR1,Y =
TLl GOTO LI
GSTK IF = 16 GOTO GRID
REM 4 HAY GRID STICK
AND tt3 : TAX
GOSUB TGRID : BEO GSl
LDA ttl2 : CPY tte : BEQ TG5
LDA tt3
TG5 STA CMASK+1 : CLC : BCC GS5
GSl GOSUB GPNT : REM REMOVE ILL
LDY tt2 : LDA fADR),Y : BMI GS2
LET CMASK+1 AND 8 : BNE GS3
STA (ADR) ,V : BEQ GS3
GS2 LET CMASK+1 AND 4 : BNE GS3
STA CADR),Y
GS3 INY : LDA (ADR),Y : BMI GS4
LET CMASK+1 AND 2 : BNE GS5
STA (ADR).Y : BEQ GS5
GS4 LET CMASK+1 AND 1 : BNE GS5
STA CADR),Y
GS5
LET STICKO,X XOR 15 AND CMASK+1
STA CMASK+1 : BHE GS7
REM STOP CYCLIC ACTION ?
LDY tt2 : LDA CADR),Y
INY : ORA (ADR},Y : BNE GS6
GOTO STOP
GS7 LDA ttO : LDY tt2
STA (ADR),Y : IMY : STA (ADR) , Y
GS6 LET CMASK = 4 : JMP STO
GS8 BNE TLl
REM SELECT GRID DIRECTION
REM FOR GRID PLAYER
GRID
LDY tt21 : LDA (ADR),Y : BNE GS8
GOSUB TGRID : BNE GS8
GOSUB GPNT : BEQ GS7
REM REMOVE DIRECTION FROM
LDY tt2 : LDA (ADR).Y : BEQ GR2
BMI GRl : LET CMASK+1 AND 11
BNE GR4
GRl LET CMASK+1 AND 7
BNE GR4
GR2 INY : LDA (ADR) , Y : BMI GR3
BEQ GR4+2
LET CMASK+1 AND 14 : BNE GR4
GR3 LET CMASK+1 AND 13
BEQ GS7
GR4 STA CMASK+1 : LDY ttlS
REM HOME IN ON TARGET OR RANDOM
IF RANDOM < (ADR),Y GOTO HOME
REM CHOOSE RANDOM DIRECTION
GRS LET RANDOM AND 3 : TAX
LET TBL,X AND CMASK+1
BEQ GRS
GR6 STA CMASK+1 : BNE 6S7
HOME REM HOME IN ON TARGET
LDY U23 : LDA (ADR),Y
BMI XY : REM TARGET IS PLfkVER?
REM YES STORE PLAYERS X,Y
REM HPL = 32«PLAYER
ASL A : ASL A : ASL A : ASL A
ASL A : STA HPL
LET HPL+1 = ADR+1 : LDY ttO
LDA (HPL},Y : LDY tt30
STA (ADR),Y : LDY ttl
LDA (HPL),Y : LDY tt31
STA (ADR),Y
REM HOME IN ON HX,HY
XY LDY tt30 : LDA (ADR),Y
LDY ttO : CMP (ADR),Y : BEQ HY
BMI XYO : LDA tt8 : BNE XYl
XYO LDA tt4
XYl AND CMASK+1 : BNE GR6
HY LDY It31 : LDA (ADR),Y
LDY ttl : CMP (ADR),Y : BMI HYO
LDA tt2 : BNE HYl
HYO LDA ttl
HYl AND CMASK+1 : BNE GRO
BEQ GRS
TGRID REM TEST FOR GRID POINT
LDY ttO : LET (ADR),Y AND 15
BNE NOTGR : INY
LET (ADR),Y AND 7
NOTGR RETURN
REM TBL DIRECTIONS
TBL DATA 1,2,4,8
REM KEEP MASKS PLAYER/MISSILES
KEEP DATA 0,8,0,0
DATA 252 , 243 , 207 , 63
REM CLEAR KEEP APPROPIATE BITS
CLRY LDX INDEX
LET INDEX+1 = KEEP,X
LDY ttll : LDA (ADR),Y : TAX
LDY tt25 : LDA (ADR)^ : TAY
CLRl LET (APM},Y AND INDEX+1
STA (APM),Y : INY : DEX
BNE CLRl : RETURN
GPNT REM LOAD LEGAL DIRECTIONS
LDY ttl : LDA (ADR},Y : ASL A
NOP : REM 2»Y+X/16-8 GRID EQU.
STA CMASK+1 : DEY : LDA (ADR),Y
LSR A : LSR A : LSR A : LSR A
LET + CMASK+1 - : TAY
LET CMASK+1 = GRIDTB,Y
RETURN
DATA >ENTER
ANALOG COMPUTING
MAY 1985 / PAGE 45
24K Cassette or
32K Disk
GRAPHICS
*
Z-Plotter
by David Bader
I have always been fascinated by a computer's abil-
ity to take a flat grid and literally bend and distort
it. I've seen various pictures produced by the Atari —
hats and spirals made simply by a formula. How?ever,
altering these programs for personal use and experi-
mentation is both difficult and time consuming.
After studying calculus and graphics in my first
semester of college, I resolved to make a program to
allow anyone to produce quick, fascinating pictures
on Atari's superior high-resolution mode (graphics
24].
With Z-Plotter, all you have to do (besides typing
in the program] is enter a formula in terms of the X
and Y during the run. Atari's forced read mode (uti-
lized with location 842] will install the formula in
all the appropriate line numbers.
There are no loops, IF/THENs, or special circum-
stances to enter for each formula. This program sim-
ply won't graph out of specified domains, which pre-
vents errors. If you wish, Z-Plotter will scale the
Z-axis, so that the function won't even extend beyond
the bounds.
How to run Z-Plotter.
Once you've saved your copy to disk,
simply type RUN, and the program will
prepai'e itself, filling two machine language
routines (49 Second Screen Dump and a text
superimposing routine].
Next, it will inquire for a function. A short
set of directions is also displayed, to guide you.
Simply type the Z = f miction in terms of X and/or
Y. Several sample formulas are given at the end
of this article. Z-Plotter will then resume control
and ask you for the following inputs.
You are asked to choose between automatic scal-
ing and manual scaling of the Z-axis. Automatic scal-
ing will determine the maximum and minimum Z
values for the function in the intervals specified. Al-
though it's very tempting to be lazy and just select
the autoscaling feature, you will find that many func-
tions are far more stimulating and exciting when they
are graphed in part.
The autoscale will force a function to be squeezed
into the isometric box drawn on the screen. If you
PAGE 46 / MAY 1985
ANALOG COMPUTING
^ ••» «• _• • » I »
-V
• • * —
I t
select manual scaling, you'll be asked
to enter the lowest and highest points
on the Z-axis to be displayed. The graph
will not be plotted outside of the Z-axis
range. Note: when manual scaling, the lim-
its must be set so that the point Z= is either
on or between the upper and lower bounds. Ex-
"•^^ amples of acceptable hmits: Z lower = - 2 , Z up-
per = 2 or Z lower = 0, Z upper = 3.
X/Y lower limit: this will be the leftmost point
on the X-axis, and the number also serves as the
lowest point for the Y-axis.
X/Y upper limit: opposite of above. Note: just as
with the Z-axis, Y=0 and X = must be within or
on the box. Picture a perfect square; the Y-axis will
have the same length as the X-axis has width.
Desired resolution (l = high, 10 = low]: I use 4 for
most graphs. It's a good balance between BASIC'S
speed and performance resolution. Note: odd num-
9 *
r.i
I •
bers may cause problems if your formula is undefined
somewhere in the box.
The next input can be surpassed by just pressing
RETURN. Here, you're asked for the eight-character
name that can be used if you wish to save to disk
(in Magniprint format] the screen, once it has been
displayed.
That's all! Z-Plotter can let almost anyone dream
up equations to dazzle the computer screen. When
it's finished, it will sound off, telling you that you
can now render the following options!
(1] OPTION — adds borders (the isometric box]
and labels superimposed over the graphics
screen for an impressive technical display.
(2] SELECT — saves the picture as a data file
that can be redisplayed with the program Mag-
niprint by Alpha Systems. The lines used to per-
form this duty are provided by Magniprint for
use in all BASIC programs. By the way, Magni-
ANALOG COMPUTING
MAY 1985 /PAGE 47
■ft
Z-Plotter
continued
Z = 3IH CHJ +C05(YJ
HIGH Z:rl. 98773
LOW Z=-i.9924
;J6
-</S::-v:;'VU
V-AKIS
• H-ftKI5
Z = 5IN (K)*COS tY5
HIGH Z=6. 99242
LOW Z3-0.9916
Y-AKIS
.- K-AHIS
print can then print out these pictures — in sever-
al sizes and in varied formats.
(3] START— 49 Second Screen Dump! This
will print the screen out right then and there for
the Epson MX-80 printer with Graphtrax 80
(works perfectly with my Gemini lOX] . This rou-
tine was provided by COMPUTEf's Second Book
of Atari.
(4] ESC — will erase the screen and rerun the
program without going through initialization
again.
What's an isometric projection?
Imagine a sheet of square graph paper lying per-
fectly flat on a table top. One side, say the depth, is
the X-axis. The height is the Y-axis, but we'll call it
the width, instead.
If we raised a line perpendicular to each corner
of our graph paper to a certain height, called Z, and
joined the top of the lines to each other, we would
create a box. If Z=Y=X, then we have a cube, with
our graph paper as the bottom.
Let's look at this box from the top. You see the grid
and recognize the pattern as a typical coordinate
plane (X,Y). If we look at the box perpendicular to
the X-axis, we see X, the depth, and Z, the height.
The Y-axis is just a point at the left lower corner.
Looking perpendicular to the Y-axis, the X-axis
would look like a point in the lower right corner. If
X=Y, and you look at this corner so that both the
X- and Y-axes appear to be the same length, you
would see a 90 degree corner facing away from you.
Now, raise your eye straight up above the table. Our
graph paper looks more like a diamond shape than
a square. In fact, an isometric box has all three pri-
mary axes (X, Y, Z) foreshortened equally. This makes
it a good medium to project a three-dimensional
plane in, because it does not distort like common
oblique projections.
AN I50METRIC BOH
HIGH Z=l
LOW Z=-l
HEIGHT
'Z'
WIDTH
y-hkj:5
-. , ^ DEPTH
<-<^y^>^y^ 30°
Isometric projection.
If we put a transpai-ent plane perpendicular to yom-
line of sight and etched the borders of the box on it
PAGE 48 / MAY 1985
ANALOG COMPUTING
#
Z-Plotter c
ontinued
Z= CY-i)KtH + 2)*tH*H ...
HIGH Z=4
...LOW Z--4
...-■-■-■;;il_-=:;^;:00^^
Y-AHIS
Z=CY 1J»(H + ?1«H»H ^:
HIGH Z=80.9533
LOW Z = -l'57,04
'4-^S.'>
-L ^ "■"'-t -^
■>^-:
V-flHIS
-3 ■ ...
K-flKI5
the way they appear to you, that plane would show
a three-dimensional box. An isometric projection
shows the X- and Y-axes to be raised 30 degrees above
the lowest point.
How do you plot the height (Z) of any point on the
grid at any place, given its X and Y coordinates? Just
use a formula such as: Z = SIN(X)+ COS(Y).
Program breakdown.
Lines 10-34 — Main loop to draw lines paral-
lel to the X-axis isometrically on the screen.
Lines 36-60 — Main loop to draw lines paral-
lel to the Y-axis isometrically on the screen.
Lines 100-110 — Autoscale featm-e. These lines
will determine the Z maximum and minimum
values for the entered function before graphing.
Line 200 — This sound indicates that the pro-
gram has finished drawing the display and is
ready to perform any of the console key com-
mands.
Lines 202-210 — This loop reads the console
keys. Note: because all these console key options
do not erase the screen, you can perform all of
them in any order from a single run!
Lines 300-306 — 49 Second Screen Dump.
Lines 400-432 — Magniprint saving routine
supplied verbatim by Magniprint on disk.
Lines 600-900 — Routine to draw isometric
box over projection and label the axes.
Lines 1000-1004 — Initialize and load machine
language routines. One is POKEd into page 6,
and the other is stored by a string.
Lines 1008-1012 — These lines provide in run
entry of your formula. The actual function is en-
tered as an input statement. The program will
then create Lines 14, 40 and 104 using the forced
read mode.
Lines 1013-1040 — Prompts for boundai'ies and
screen saving name. Note: if no name is entered
for screen saving, it will accept the default name,
SCREEN. MR
Line 1042 — Sets up primary variables and
scaling values used in the main routines for con-
verting a set of (X, Y, Z) points to the 320 by 192
screen display used in graphics 24.
Line 1044 — Sets up display screen.
Lines 1100-1110 — Data for 49 Second Screen
Dump.
Lines 1120-1180 — Data for the routine to su-
perimpose text over the graphics 24 screen.
Dave Bader is a first-year, dean's list student in
Mechanical Engineering. For close to two years now,
he has been enthusiastically hacking his way through
BASIC, to create both adventure games and prograjns
for mathematics [the original inspiration for Z-
Plotter]. He's a firm believer in the Atari — as the best
home computer on the market.
(Listing starts on next page)
ANALOG COMPUTING
MAY 1985 / PAGE 49
■ft Z-Plotter
continued
Zrl+H*H-Y*Y
Y-ftKI5
Z = LOG fftB5CH)) +LOG
fV) }
HIGH Z=6
;t;;j:X?7*;rv; ■ ' '
K-flHI5
HIGH Z=i. 38629
..LOH Z = -5.4377
■il
K-AKI5
Here are some samples. Hint: rather than using
powers such as XA3, BASIC will perform the con-
figuration X*X*X much faster.
AUTO-
Z
Z
X/Y
X/Y
FORMULA
or
SCALE?
LOWER
UPPER
LOWER
UPPER
Z=1+X*X-Y*Y
NO
6
-3
3
Z=SIN(X)
YES
(-1)
0)
6
Z=SIN(X)+COS(Y)
YES
(-2)
(2)
6
Z=SIN(X)*COS(Y)
YES
(-1)
(1)
6
Z=ABS(X)-ABS{Y)
YES
—
—
-3
3
Z= -ABS(X)-ABS(Y)
NO
-3
-3
3
Z=(Y-1)*(X+2)*X*X
NO
-4
4
-3
3
Z=C0S(X)*X*(Y-1)
NO
-3
-4
4
Z=X«X/1 + X*X+Y*Y/1*Y*Y
YES
—
—
-4
4
Z=INT(X)+INT(Y)
YES
(0)
(6)
ag
Z=X*X+Y*Y
YES
(2)
(0)
-1
1
Z=LOG(ABS(X))
YES
—
—
-2
2
+ LOG{ABS(Y))
Listing
1.
e GOTO leoe
18 FOR V=YU TO YL STEP -RES»CYU-VL) :B=
KO
12 FOR X=KL TO XR STEP RE5*CHR-HLJ
14 REN ■^■lr»!HWjfcia:na;H>MHil;»i:if:ltnWii
16 IF Z>H OR Z<HL THEN B=KO:GDTO 34
18 XX=K«XINC
20 YY=XX»ISO
22 XX=XX-Y*YIMC
24 YY=VY+Y»YIHC»ISO
26 YV=VY*Z«ZIHC
28 YY=191-YY-DB6
30 XX=XX+159:IF B THEN DRAHTO XX,YY:60
TO 34
32 PLOT XX,YY:B=K1
34 NEXT X:NEXT Y
36 FOR X=KL TO XR STEP RES»tXR-XL3 :B=K
STEP -RES«CYU-YL>
FORMULA (ENTERED DURING RUN)
38 FOR Y=VU TO Yt
40 REM
42 IF Z>H OR Z<HL THEN B=KO:GOTO 60
44 XX=X«XINC
46 YV=XX»ISO
48 XX=XX-Y«YINC
58 YV=YY+Y«YINC«ISO
52 YY=YY*Z»Z1NC
54 YY=191-YY-DBG
56 XX=XXH(159:IF B THEN DRAHTO XX,YY:GO
TO 68
58 PLOT XX,YY:B=K1
60 NEXT Y:NEXT XiGOTO 208
188 H=K8:HL=K8:F0R Y=YU TO YL STEP -RE
S»CYU-YLJ
182 FOR X-XL TO XR STEP RES*tXR-XL>
184 REH ■Jii;iiiiiy-ihia?Ma;ia>aaiiilii:itii!nniM
185 IF Z>H THEN H=Z
106 IF Z<HL THEN HL=Z
187 NEXT X:NEXT Y
188 IF HL>K8 THEN HL=K8
189 IF H<KO THEN H=Ke
118 RETURN
288 SOUND K8, 188, 10, 14 -.FOR T=K8 TO 100
:NEXT T:SOUND K8,Ke,Ke,Ke:P0KE 764,255
202 S=PEEK (53279) : IF S=6 THEN 60SUB 30
0:GOTO 202
284 IF S=5 THEN GOSUB 408:6010 202
206 IF S=3 THEN GOSUB 600: GOTO 282
288 IF PEEK (764) =28 THEN ? "H'MGOTO 10
08
210 GOTO 282
299 REM K"49 SECOND SCREEN DUMP"
388 CLOSE Its: OPEN tt5,8,Ke."P:"
382 ? tt5;CHRS(27l;"A";CHRS(8):F0R H=DM
TO DM+39 ^ ^ * * ,
304 A5=CHR$ (K8) : A$ (192) =A$ : AS (2) =AS
386 H=USR (1536, X, ADR (A$) ) :LPRINT CHR$(
27) ; "K" ; chrS (192) ; chrS (KO) ; A$ : next X : R
ETURN
488 REM *488- 432 IS 'AS IS' SUBROUTINE
SUPPLIED BY i;f.W;ti:l;»;i< TO SAVE A GR.2
4SCREEN
482 RH=8:I0=Kl: CLOSE ttIO:OPEN ttIO,RH,K
8,F$
PAGE 50 / MAY 1985
ANALOG COMPUTING
■ft
Z -Plotter
continued
Z=flB5fH}-AB5CYJ
Z=:V»Y + K»K
HIGH Z=2.94
LOW Z=-2.94
Y-AKI5
-3 -
HIGH 2=2
LOW Z=0
-3
Y-flKI5
H-AXIS
404 PUT ttI0,24:F0R L-7B4 VQ ?12:PUT ttl
0,PEEKCI} :NEKT I
406 RAMT0P=PEEKC106J»256
408 DLIST=PEEK (5601 +256»PEEK C561 J
410 rtDDRE5S=DLI5T
412 IIUMBER=RAMT0P-DLI5T+K1
414 I0=16«I0
416 I0CB=832+I0:P0KE I0CB+2,RW+3
418 ADRHI=IHTCADDRE55/256)
420 ADRL0=ADDRE5S-ADRHI»256
422 POKE I0CB+4,ADRL0:POKE I0CB+5,ADRH
I
424 NUMHI=INTCNUMBER/256)
426 NUML0=NUNBER-256«NUMHI
428 POKE I0CB+8,NUML0:P0KE IDCB+9,NUHH
I
430 I = U5R(ADRC"hhhwLV(!]"},I0)
432 CLOSE ttIO/16: RETURN
600 D=KO:F=KO:OS=FCS:GOSUB 500
601 PLOT 159,191:l>RAMT0 20, 117 :DRAHT0
159,44:DRAHT0 306,117 :DRANTO 15?,191:D
RAWTO 159,147
602 PLOT 2e,117:DRAMT0 20,73:PL0T 153,
44:DRAMT0 159, Kl: PLOT 300 , 117 : DRAHTO 3
00,73
604 DRAHTO 159, 147 : DRAHTO 20, 73: DRAHTO
159, Kl: DRAHTO 30 0.73
606 D=KliF=2:Q5="|±IISI":G05UB 9 00 ;F=
3 : 0S="||3aEiaQil" : GOSUB 900 : F=4 : (tS='1S^^
ZI":GOSUB 900
608 D=K0:F=14:«S=5TRS(YUJ :G05UB 900:0$
= STRS f XRJ : D=39-LEII CQ5J : F = 14 : GOSUB 906
610 D=16:F=23:05=STRS(YLJ :GOSUB 900 : D=
23:0S=STRSfXL) :G0SUB 900 : D=26 : F=K1 : QS=
"HIGH Z=": GOSUB 900
611 D=33:05=STRS(H> :IF LEH(QSJ>7 THEH
QS=aSCKl,7J
612 GOSUB 900:D=26:F=2:QS="L0H Z=":GO
SUB 900:D=33:QS=STR5(HL) :IF LENCQ5J>7
THEM Q5=0SfKl,7J
614 GOSUB 900:D = 3:F=:19:0S = "Y-AXIS":G0S
UB 980:D=30:QS="K-AKIS":G0SUB 900:HETU
RN
960 0=USRCAOR(ZS} , D, F, ADR C0$} , LEN (0$))
:RETURH :REM «SUB.T0 ADD TEXT TO GR.24
1000 Kl=l:GRAPHICS 24:REST0RE lOOOzFOR
T=K1 TO 61:READ Q:POKE 1535+T,Q
1001 NEXT T:DM=PEEKC88>+PEEKC89J*256:D
M=DM+40*191
1602 T=KO:DIM ZS (169J , QS t40J , A$ (193J ,F
$(20) ,FC$C40) :1S0=0. 523598775
1004 RESTORE 1120:F0R T=K1 TO 168:READ
: ZS CLEH (ZSJ +K1) =CHRS (OJ : HEKT T
1008 P OKE 82. K6: GRAPHICS KO:PO KE 71 2,1
48:? " ■i'T;VJ^ ;f!iaa;aiw'4aBimia;MM" ; ^ "kS
DAUE BADER'5 ZPLOTTER!
ISOMETRIC PLOTTER PROGRAM ™
1009 ? "IN PUT F ORMU LA AS... Z=(IN TERM
S OF XSY) GEES Hn-T3 THAT SYNTAX IS COR
RECT.":? "(eg: PAIRS OF PARENTHESIS)"
1010 INPUT FCS:? "H":POKE 559,K0:P0SIT
ION K0,7:? "14 ";FCS:POSITION KO.ll:?
"40 ";FCS
1011 POSITION K0,15:? "104 ";FCS:POSIT
ION K0,21:? "CONT": POSITION KO,KO:POKE
842, 13: STOP
1612 POKE 559,34:P0KE 842.12:' "•
OTTER! PARAMETERS ENTRY SCREEN
1613 ? "NO TE; ALL THREE PRIMARY AXIS (
X,Y,Z) GinaD BE IN SPECIFIED DOMAINS
i014 ? :? FC$:? :? "AUTOMATIC BOUNDS S
ELECTION ENSURES FULL PLOTTING BUT TAK
ES MORE TIME. . .":T=K6
1615 ? :? "PLEASE CHOOSE |13 AUTOMATIC
SCALING Z-AXIS BOUNDS |21 MANUAL
SETTINGS. ":INPUT T : IF T:;K1 THEN 1020
1016 ? :? "INPUT LOHER S LIMIT"; :INPUT
HL:? "INPUT UPPER H LIMIT"; :INPUT H
1018 IF HL>H OR HL>KO OR H<KO THEN ? "
HOOPS!":GOTO 1616
:? "CBH LOHER LIMIT"; : INPUT XL:
1020 ?
YL = XL
1022 ?
XR
1024 IF XL>XR OR XL>KO OR XR<KO THEN ?
"HOOPS !":GOTO 1020
■eSH UPPER LIMIT"; : INPUT XR : YU=
ANALOG COMPUTING
MAY 1985 / PAGE 51
■ft Z-Plotter
continued
Z = C05 (H3 tC05 tYJ
HIGH Z = .l. 99605
LOW 2=1.9999
Z=:(ie5 CCOS CHI + COS CYJ.-Jt
3 . 14>,
V-ftHI5
K-flHIS
HIGH Z=2
LOW Z=0
-3.14 -3.14
¥-flHI5
\l#i|iKj^Av---'"' K - fl H 1 5
1926 ? :? "DE5IRED RESOLUTION C1=HIGH;
1G=L0H)"; :INPUT RES:RE5=RE5+3:RES=RE5»
5.GE-03
1928 FS="D:":? :? "INPUT TITLE OF SftVE
D SCREEN (IF SAUED) IN l!Mrt:MJ;H;W FOR
MAT C8 CHARACTERS MAX)"
1030 INPUT OS: IF «$=■■" THEN FS="D:SCRE
EH. MP"
1032 FS(LENCFS)+K1)=«5
1035 ? :? "■il-Jfc*|ii:B ADD LABELS « BORDE
RS":? "ElliaVSAUE IN MAGNIPRINT FOR
MAT!"
1036 ? "UBEEMM 49 SECOND SCREEN DUMP
i038 ? :? "PRESS ANY KEY TO BEGIN...":
POKE 764,255
1040 IF PEEK (764) =255 THEN 1040
1041 IF T=K1 THEN ? :? " AUTO SCALIN
G SEQUENCE IN ACTION !": GOSUB 100
1042 KIHC=140/tXR-HLJ : YINC=140/ (YU-YL)
: ZINC=43/ (H-HL) : DBG=ABS (HL«ZINC) +ABS (K
L*XINC»ISO) +ABS (VL«YIHC»IS0J
1044 GRAPHICS 24:P0KE 710,156:P0KE 709
,K0: COLOR Kl:GOTO 10
1100 DATA 104,104,141,21,6,104,141,20,
6,104,141,27,6,104,141,26,6,160,193,17
5,255,255,136,240,35,141,255,255,238
1110 DATA 26,6,240,21,173,20,6.56,233,
40,141,20,6,144,4,24,76,19,6,206,21,6,
76,19,6,238,27,6,76,33,6,96
1120 DATA 104,201,4,240,9,170,240,5,10
4,104,202,208,251,96,104,133,215,104,1
33,214,104,104,168,104,133
1130 DATA 217,104,133,216,104,104,240,
236,133,212,24,165,214,101,88,133,214,
165 , 89 , 101 , 215 , 133 , 215 ,152 ,240 , 15
1140 DATA 165,214,105,64,133,214,165,2
15,105,1,133,215,136,208,241,132,221,1
60,0,132,220,177,216,160,0,170
1150 DATA 16,1,136,132,213,138,41,96,2
08,4,169,64,16,14,201,32,208,4,169,0,1
6,6,201,64,208,2
1160 DATA 169,32,133,218,138,41,31,5,2
18,133,218,169,0,162,3,6,218,42,202,20
8,250,109,244,2,133,219
1170 DATA 164,221,177,218,69,213,164,2
20,145,214,200,132,220,196,212,208,182
,24,165,214,105,40,133,214,144,2
1180 DATA 230,215,230,221,169,8,197,22
1,208,159,96,207,96
CHECKSUM DATA.
(see page 34)
DATA 406,678,112,865,723,946,48,418,
131,441,537,255,624,615,600,7407
38 DATA 852,859,711,940,70,440,125,435
, 531 , 272 , 646 , 700 , 318 , 630 , 774 , 8303
105 DATA 783,959,524,78,800,584,562,21
7, 506, 510, 263, 61/2, 164, 702, 650, 7994
304 DATA 801,518,565,687,912,176,213,5
63 , 772 , 680 , 159 , 434 , 840 , 363 , 675 , 8358
426 DATA 679,469,621,293,833,939,67,31
3,747,393,748,947,93,108,673,7923
1000 DATA 41,185,534,222,99,788,260,96
5,349,943,12,930,164,979,778,7249
1022 DATA 537,928,941,166,248,771,187,
35 , 997 , 841 , 910 , 266 , 426 , 553 , 639 , 8445
1120 DATA 342,204,918,307,85,956,100,2
912
PAGE 52 / MAY 1985
ANALOG COMPUTING
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■I
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■I
I
I
IB
ir " i »- J "I «' i ' ir i II iMBMi
Jb.rfft-k-^ft^^k^^fl^.4LJ.JbJBBBBBI
IBBBBBBBBBBBaBBaBBBBHBaBBBBBBaBBBBBBBI
laflaaaa' _f' if i i r r w w . i jbi
laaaaai. "^t a i "ii m ' ir a w ' j ~~ibi
iBBaaaaBBBr' a ^ aBr ii j 9 m i k i ~ib
/ISBV'S CARRIES A FULL SELECTION
OF SOFTWARE FOR YOUR ATARI.
CALL FOR CURRENT PRICES.
Abby's
Best Sellers
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Microsoft Basic II $45
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Zork I, II, III $29
Bank Street Music Writer $45
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(Includes eight '7 ,
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(12" RGB color)
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* Atari 1010 Program Recorder . . . : $ 45
("Can be used with new XE Series)
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AD ML-55
REVIEW
us DOUBLER
(CD, INC.
828 Green Meadow Avenue
Rockford, IL 61107
$69.95
by Russell Haupert
When I purchased a disk drive for my
computer system, there were several im-
portant considerations — price, features
and reliability. Though several alterna-
tives to the Atari 1050 disk drive were
in existence, the final factor in my deci-
sion was reliabihty. It was a trade-off,
but I'd heard too many tales of trouble
with the other drives. I've aWays had
Atari equipment, and I've never had a
single repair call.
Safe in the knowledge that, if some-
thing did go wrong, I could bring it right
down the block for service, I plunked
down the cash and carried it away. This
was my second drive; the joy of freedom
from disk swaps overshadowed all else.
But, after a time, the joy of it all be-
gan to fade, and jealousy crept into my
heart. You see, there are several friends
who threw caution to the wind and got
one of those other drives. You know, the
double density ones. Oh, I hid my jeal-
ousy, but I had thoughts of selling that
1050 and picking up a real drive.
As fate would have it, another road
opened up. While looking through an is-
sue of ANALOG Computing, I saw an
ad for the US Doubler. It promised the
ability to write in any format — single,
one-and-a-half, or true double density
... for about $69. I grabbed the phone
and ordered one on the spot. A few days
later, I received a package. The promise
of greater storage in my hand, I set to
work.
Opening the package reveals two re-
placement ICs, two manuals and a disk.
Though I didn't know it when I ordered
the Doubler, it comes with a free copy
of SpartaDOS, which — among other
things — allows the 1050 to read and
write three times faster (when using a
drive enhanced with US Doubler).
The DOS is very rich in features and
great pleasure to use. In fact, a separate
review would be necessary to cover it
in the depth it deserves. The manuals
are very clear, giving step-by-step direc-
tions for the entire installation. At each
point, the manual tells you what you
should see — and exactly what to do.
I have a bit of experience with kit as-
sembly, which may have helped. But, if
you give yourself a large work space and
keep track of all your parts, there will
be no problem. If the idea of taking a
screwdriver to your drive makes you
weak in the knees, ICD will install the
chips for only $15.00, including UPS
ground shipping one way.
I usually glance at the manual and
tear right into such a project, but that
technique has, more than once, caused
me heartache. I needed someone to keep
me following the directions. For this rea-
son, I enlisted the aid of my brother (a
man with years of experience in telling
me what to do). With his help, the in-
stallation took only thirty-five minutes,
from removal of the first screw to power-
ing up for the test.
In tests, the UltraSpeed I/O worked
as stated, with the increase in speed
quite noticeable. Load and save times of
a 100-sector file were cut to nearly a
third of the unmodified drive. The old
bleep-bleep-bleep of POKEY is replaced
by a staccato rush that sounds more like
machine gun fire. Far from annoying,
this sound brought a smile to my face,
as well as to the faces of my friends.
I've tested the US Doubler in all three
formats and am happy to report that it
performs as promised. Single density
and Atari double density work as they
did before. Most importantly, using the
true double density afforded by this en-
hancement, I've attained compatibility
with my friends' disks, as well as reduc-
ing my disk count by half.
With the new low prices of the Atari
1050, and the addition of this product,
an Atari owner can now enjoy true dou-
The old hleep-
hleep-hleep
of POKEY is
replaced by a
staccato rush
that sounds
more like
machine gun
fire.
ble density operation at a price lower
than the double density drives now on
the market. For those of you who've al-
ready bought a 1050, this new ICD en-
hancement will upgrade your drive to
match the current crop of liigh tech, high
storage drives. D
PAGE 54 / MAY 1985
ANALOG COMPUTING
From the editors of
A.N.A.L.O.G. Computing
FI^FILDG
COMPENDIUM
The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine.
S^P
p//M////////l(llilllllltlllil\U^^^^
H fsimm^
m^^^
^^^^V ^Ay
^::^^^^^ ,-,. ,^i
m
.0,, .»«„ .It,, ..*,, i*^, iii#w, n*^ fii*^ fin^ n
. >K. <, .0,. ,,r^, ^^^ ^^^^ ^ ^^ ,jj^^
».,. .**„ .0., .V,, .^^j y^,, ^,^ ^», ^
The ANALOG Compendium is available at selected book and computer stores, or you can order it direct. Send
a check or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. O. Box 615, Holmes,
PA 19043
Or you can order by phone with MasterCard or VISA. Call toll free 1-800-345-8112 (in PA, call
1-800-662-2444). For orders outside the U.S., add an additional $5 air mail, $2 surface.
16K Cassette or
24K Disk
GAME
^^
by Mark Price
Unnaturally heavy rainfall has caused a landslide
in the area of Boulder, Colorado. The debris has cre-
ated an effective earth dam, which is keeping the
water from the storm from flowing away. . .thereby
threatening to flood the town.
Boulder has hired your demolition company to
clear away the rubble. Because of the unsure footing
on the pile, it has been decided to clear away the
rocks with bombs dropped from aircraft flying above.
Typing it in.
Before typing anything, look at the listings accom-
panying this article.
Listing 1 is the BASIC data and data checking
routine. This listing is used to create both cas-
sette and disk versions of Boulder Bombers. The
data statements are listed in hexadecimal (base
16) , so that the program will fit in 16K cassette
systems.
Listing 2 is die assembly language source code
for the game of Boulder Bombers, created w^ith
the OSS MAC/65 assembler. You don't have to
type this listing to play the game! It is included
for readers interested in assembly language.
PAGE 56 / MAY 1985
ANALOG COMPUTING
Boulder
Bombers
Follow the instructions below to make either a cas-
sette or disk version of Boulder Bombers.
Cassette instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge and verify your typing with
Unicheck (see page 34).
2. Type RUN and press RETURN. The pro-
gram will begin and ask:
MAKE CASSETTE €8} OR DISK CIJ?
Type and press RETURN. The program will
begin checking the DATA statements, printing
the line number of each as it goes. It will alert
you if it finds any problems. Fix any incorrect
lines and re-RUN the program, if necessary, until
all errors are eliminated.
3. When all of your DATA lines are correct,
the computer will beep twice and prompt you
to READY CASSETTE AND PRESS RETURN.
Now, insert a blank cassette in your recorder,
press the RECORD and PLAY buttons simultane-
ously and hit RETURN. The message WRITING
FILE will appear, and the program will create
a machine language boot tape version of Boul-
der Bombers, printing each DATA line number
as it goes. When the READY prompt appears, the
game is recorded and ready to play. CSAVE the
BASIC program onto a separate tape before con-
tinuing.
4. To play, rewind the tape created by the BA-
SIC program to the beginning. Turn your com-
puter OFF and remove all cartridges. Press the
PLAY button on your recorder and turn ON youi-
computer while holding down the START key.
If you have a 600 or 800XL computer, you must
hold the START and OPTION keys when you
turn on the power. The computer will "beep"
once. Hit the RETURN key, and Boulder Bom-
bers will load and run automatically.
Disk instructions.
1. Type Listing 1 into your computer, using
the BASIC cartridge and verify your typing with
Unicheck (see page 34).
2. Type RUN and press RETURN. The pro-
gram will ask:
HAKE CASSETTE CO) OR DISK CI}?
Type 1 and press RETURN. The program will
begin checking the DATA lines, printing the line
(continued on page 59)
ANALOG COMPUTING
MAY 1985 /PAGE 57
Since issue 1, ANALOG Computing's cassette and disk
subscriptions have eliminated the :need for you to spend'
hours typing in; programs from- the magasne.
All of the progranis ih thil magazine are
and idisk versions.
on the
" 1 -year (12 issued) oil cassette. $90.b0, disk, $130.00
:V2 year (6 issues) cassette, $48.00, disk, $72.00^
b subscribe onjcasfeette or disk, send your|Check or mone^
order to: i | f" i t" ] ] 'j I ~ "'
CASSEJTT^ SUBSCRIPTlbN or bisk SUBSCI^IPtlON-
! I RO. BOX 615, HOLMES, m 19043. I
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[COMPUTING]
BQX 615, HOLMES, P^NNSYIAAnU 19043 800-345^
(IN PENNSYLVANIA, 800-662-2444)
30>
:8112
^ Boulder Bombers
cojTtinued
number of each statement as it goes. It will alert
you if it finds any problems. Fix incorrect lines
and re-RUN the program, if necessary, until all
errors are eliminated.
3. When all the DATA lines are correct, you
will be prompted to INSERT DISK WITH DOS,
PRESS RETL7RN. Put a disk containing DOS
2. OS into drive #1 and press RETURN. The mes-
sage WRITING FILE will appear, and the pro-
gram will create an AUTORUN.SYS file on the
disk, displaying each DATA line number as it
goes. When the READY prompt appears, the
game is ready to play. Be sure the BASIC pro-
gram is SAVEd before continuing.
4. To play the game, insert the disk contain-
ing the AUTORUN.SYS file into drive #1. Turn
your computer OFF, remove all cartridges and
turn the computer back ON. Boulder Bombers
will load and run automatically.
Playing Boulder Bombers.
Boulder Bombers is a cooperative/competitive
game for one or two players. The number of players
is chosen using the SELECT key.
Boulder Bombers.
You start the game in a hot air balloon, flying high
above the rock-filled canyon. Bombs are dropped by
pressing the joystick trigger buttons. When half of
the rocks are gone, you will automatically switch to
quicker planes. When the entire canyon is cleared
of rocks, you advance to the next level, where every-
thing goes faster.
At the start of Boulder Bombers, you are allotted
three bombs, shown next to your score at the bot-
tom of the screen. You are penalized bombs when-
ever you make a miss or fail to attempt a drop on
a pass over the canyon.
Extra bombs are awarded at 1000, 3000, 5000, 7000
and, finally, at 9000 points. Up to three bombs will
be shown on the screen at a time, but extras earned
will be kept in reserve. When you miss with your
last bomb, the game ends.
The worth of rocks cleared varies, depending upon
their original depth: red-2, yellow-4, blue-6.
Boulder Bombers may be paused by hitting the
space bar. Play is resumed by moving either joystick.
Commence earth-moving operations! D
At twenty-one, Mark Price has been working with
computers for five years. He currently attends college
in Southern California, where he is working on a de-
gree in computer science. A member o/S.B.A.C.E. ,
his interests include programming, speech synthesis
and graphics development.
Listing 1.
BASIC listine.
10 REM *** BOULDER BOMBERS ***
29 TRAP 20;? "HAKE CASSETTE tOJ , OR DI
SK (1>";:IHPUT D5K:IF DSK>1 THEN 20
30 TRAP 4080e:DATA 0,1,2,3,4,5,6,7,8,9
,0,0,0,0,0,0,0,18,11,12,13,14,15
40 DIM DATSC91) ,HEK(22) :FOR H=8 TO 22:
READ N:HEK{X)=H:MEKT K : LIME=998 iRESTOR
E 10e8:TRAP 128:? "CHECKIM6 DATA"
50 LIHE=LINE+10:? "LIHE :";LIHE :READ DA
T$:IF LEHtDAT5)<>90 THEN 220
60 DATLIN=PEEK(183J+PEEK<184)«256:IF D
ATLINOLINE then ? "LINE ";LINE;" MISS
ING!":END
70 FOR K=l TO 89 STEP 2 :D1=ASC (DATS fX,
XJ ) -48 : D2=ASC CDATS iH*l , X+1) } -48 : BYTE=H
EX(Dl}«16+HEXtD2>
80 IF PASS=2 THEN PUT ttl, BYTE : NEXT X:R
EAD CHKSUM:GOTO 50
90 TOTAL=TOTAL+BVTE:IF T0TAL>999 THEN
T0TAL=T0TAL-1000
180 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM
THEN 50
110 GOTO 220
120 IF PEEK 1195} <>6 THEN 220
130 IF PASS=8 THEN 170
140 IF NOT DSK THEN 168
158 PUT ttl, 224: PUT ttl, 2: PUT ttl, 225: PUT
ttl, 2: PUT ttl, 0: PUT ttl, 32: CLOSE ttl: END
160 FOR X=l TO 184:PUT ttl,0:NEXT X:CLO
SE ttl: END
170 IF NOT DSK THEN 200
188 ? "INSERT DISK WITH DOS, PRESS RET
URN";:D1M IN$tl}:INPUT IN$:OPEN ttl,8,Q
,"D! AUTORUN.SYS"
190 PUT ttl,255:PUT ttl,255:PUT ttl,0:PUT
ttl, 32: PUT ttl, 111: PUT ttl, 48: GOTO 210
200 ? "READY CASSETTE AND PRESS RETURN
";:OPEN ttl,8,128,"C:":REST0RE 23e:F0R
X=l TO 48: READ N:PUT ttl, N: NEXT X
210 ? :? "NRITING FILE":PASS=2:LINE=99
e:RESTORE ieOO:TRAP 12e:G0T0 58
228 ? "BAD DATA: LINE ";LINE:END
(Listing continued on next page]
ANALOG COMPUTING
MAY 1985 / PAGE 59
^^
Boulder Bombers continued
230 OATA 0,18,216,31,255,31,163,0,141,
47,2,165,60,141,2,211,169,0,141,231,2,
133 , 14 , 169 , 56 , 141 , 232 , 2
240 DATA 133,15,163,0,133,10,169,32,13
3,11,24,36
1000 DATA A26FBDFC273Dee2CCAieF7A3008D
eED4A3348D16D0A32S8Dl?D0A3848D18D0A3C4
8D19D0A30e8DlAD0A2033DeS,415
1010 DATA D0CA10FAA3288D12D0A3848D13De
A9C88D14D0A3C88D15D0A3308D07D4A33E8D00
D4A9e38DlDD0A070B300E093, 358
1020 DATA ee2CC8D0F7B30eE133002DC8D0F7
A32C8De3D4A900A0223312008810FAA02733FC
298810FA204B25A3008D08D2 , 550
1030 DATA A3038D0FD2A338852DA348852EA3
2C852BA3CC852CA3008DOOD48D05D285158D07
022e7925A9AE8D02D4A3258D,475
1040 DATA 03D4A3FF8513A30185148513A300
8518A33E8De0D4A3038512ADlFD02303C301D0
15ADlFDe23e2F0F3A51A4301 , 76
1058 DATA 851A1863118D2326D0e4C3e2F015
A518D0eBADeAD22301AABDAC258517201D244C
CD2eADlFDe29eiFeF3A9e385 , 502
1060 DATA 13A90085138D00D4A2023D53263D
6326CA10F7A9108D5C268D6e26A202A9CD9D5E
269D6826CA10F7A9e3852985,215
1070 DATA 2AA91185278528A51A0AeA0AA2e7
A8B99A259D4F26C8CA10F6A9D18D02D4A9258D
e3D4A93E8D00D4204B25A903 , 855
1080 DATA 8517S512A90185148532A92A8531
2e7925A90085188D06D2A92C852BA9CC852C8D
lE0eA908851BA513C9AFF0e5,394
1090 DATA 38E9048513A201B51FD0e34C3423
BD06DOD0034CE7222907D0034CBD22A9e08534
B51F38E96729F885330633e6,595
1100 DATA 3326341S653385339002E634B52B
38E92F4A4A18653385339002E6341869FC8533
A53469298534A000B133F004 , 765
1110 DATA C9049e22C8B133F004C9e49019A0
28B133F004C9049e0FC8B133D0034CE722C9Q4
9e034CE7220A8516A9009133,433
1120 DATA A53138E9018531B002C632A9FE85
15BCAA25A51618795926995926A9038516B959
26F023C91A901A38E90A9959, 108
1130 DATA 2e88C6ie3014B95926D002A91018
6901995926D0DDC8E616D0D8A9598533A92685
348AF00BA9eA186533853390, 898
1140 DATA 02E634A000B133D93A2eF004B009
9011C8C004D0F0F00AA003B133993A268810F8
BCAA25B95626D527D014F629, 78
use DATA B529C904B00A187DAA25A8A9CD99
5A26F627F62FB52FC51BD02A8A18e9368534B5
1F8533A005A90031338810FB , 985
1160 DATA 8AeAA8A9009900D29901D2951FB5
2FD04D2e62254C2E238A1869368534B51F8533
A900Ae0591338810FBF625B5, 513
1170 DATA 254A4A4A4AS51618751FC9C4B0C5
951FS533A005B9602C91338810F88A0AA8A516
WHITE HOUSE
COMPUTER
We carry a full line for the Atari, Apple & C-64.
VISA & MC
Accepted 4%
P.O. Box 4025, Wllliamsport, PA 17701 - (71 7) 322-7700
HOURS: Monday - Friday 9 am - 6:00 pm / Saturday - 9:00 am - 3:00 pm
^^^^^^
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|| Indus GT 259.00
M 1050 169.95
g Commodore
p Indus GT 255.00
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il MSD Drives
11 Single MSD 1 309.00
1:; Dual MSD 2 485.00
II Blue Chip
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II Concepts
pFlip-N-File (10) 3.95
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H Flip-N-File (25) 1 8.95
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^Flip-N-File ..
^Flip-N-File ..
11 w/lock
JgFlip-N-File 17.95
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Atari S C-64
Koala Pads 49.95
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Bat Handler Joy stick. .. . 1 6.95
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Batteries Included
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INTERFACES
MPP 1150 64.95
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Micro Stutter 64K Printer
Buffer 105.00
PRINTERS
Star Micronics
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Powertype 309. (X)
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880 220.00
1080 240.00
1200 250.00
Atari
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1025 189.00
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Commodore
1526 259.00
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61 OO 379.00
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(with Atari/Commodore Interface)
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84 645.00
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122 85.95
123 75.95
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1201 Green 139.95
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300 Green 135.00
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Invited
POLICY: Nodeposil on COD orders. FREE freight on all pre-
paid cash orders over $300 in the continental USA. APO &
FPO add $5 per hundred. For priority mail add $8 per
hundred. PA residents add 6% sales tax. Defective products
must have Prior RA number. Schools net 15.
CIRCLE #115 ON READER SERVICE CARD
PAGE 60 / MAY 1985
ANALOG COMPUTING
^
Boulder Bombers continued
1875239523390002ftSft838E5 , 241
1180 DATA ie9981D2CA30424C9C21B52?FeF6
8A18E51ADeiBA5143e08B52BC9449eE6B886B5
2BC9B8BeDEAD0AD2298FFe87, 561
1198 DATA D8D5BD18DeD8D8B52D18e988951F
A9e09525952FF621A9329523D8BB8DlED82eiD
24A515Fei2C615C61549F08D,794
1280 DATA 84D24A4A4A4A498F8D85D2AD1FD8
C987F8834C9428A531De87A532D8e34C6321AD
FC82C921DeiAA9808D81D28D , 615
1210 DATA 83D28D85D2AD88D3C9FFFeF9A9FF
8DFCe28DF282A51229eFF0e34C9A21A927851D
A988851EA96418651D8533A9, 948
1220 DATA 2B69ee8534A00eB133F81EAAAe28
B133D0178A9133A880989133A53338E9288533
Bee2Ce34C61E38eFA53338E9,5e3
1230 DATA 288533Be02C634C61E10CDC61D10
B84C9A21A518De35A517C9e3F08CA99e8D06D2
A9248D87D2D023A9008D86D2 , 456
1248 DATA A9028D07D2A201B52D85338A1869
348534A08FB9502C91338818F8CA10E9E612A5
122517D061A52B186514852B, 918
1250 DATA 8D00D88De2D0A51449FE18652C85
2C8DeiD08De3DeAS17C981D83FA5122902Fe39
A514851CA2eiB52D85338A18, 443
1260 DATA 69348534A51229848A8516A51C29
iei8651686ieAAA008BD302C9133E8C8C088D0
F5A51C49FE851CA616CA10CD,915
1270 DATA A2eFA41388D0FDCAD0F8A9018518
A52BC92CF0e4C9CCD055A9e08De5D28D87D285
158518A2eiB51FFe07B52FDe, 504
1280 DATA 03206225B521D00320e225CAieEB
207925A61AA5291875296519F025A51449FE85
14Ae2DA42E862E842DA98385,640
1290 DATA 12A532De0EA531C995B008A98185
17A904851Be06868A9088516A2FFA0FFADlFD0
C907D08A88DOF6CflDOFlC616 , 269
1300 DATA 10EB4C9420A000B96C2699242AC8
D0F7A091B96B2799232B88D0F760B529F012D6
29B529C903B00A187DAA25A8,578
1310 DATA A900995B2ee0A900A89900349900
3599e03699003788D0F1851F8528852185228D
81D28D83D260B2A5B4B5B0AD,39e
1320 DATA AFA3928eB2A5B9AlACB003eD0103
707070462F2670707070707070787044242A04
04e4e404e404040447F32586 , 97
1330 DATA 0641AE2570787070707070707070
70707044242A04040404040404e404462F2670
06e641D1258080E2EFF5ECE4,37
1340 DATA E5F28O8OE2EFEDE2E5F2F38O80OO
80806279000060617268007072696365000000
00e0000e00302C2139253233,159
1350 DATA iAooiioeoooooeoeoeoooooe8e28
292728iAeoeooeeoioeoeeoeoeoooo302C2i39
253200110000000000000000,690
1360 DATA oooooeoeoooooooooooooooeeoeo
ooooeeeooooooooeoooooieioieioioioioiei
eieioioioioioioioioieioi , 711
1370 DATA 0101010101010101010101010101
81810101018581010101810101010101010101
010181818101010101010101,888
1380 DATA 8181818181010101010101010185
84858181010101010101010101010101010101
018101010101010101010101 , 328
1390 DATA 0101010101010184858485820202
02820202020202020202020202020202020202
020202020202020202020202 , 933
1400 DATA 0202848584848582020202020202
02020202020202020202020202020202020202
020202020202020284848584,196
1410 DATA 8485020202020202020202020202
02828202020202020202020202020202020202
020202848485848484850303 , 461
1420 DATA 0303030303038583838383030303
03830303030303850303030303030303848484
858484848503030303030303 , 890
1430 DATA 8484858385030303030303030385
03848485030303030303038484848584848484
850303030303848484848484,998
1440 DATA 8503030303030384848484848485
03030303038484848485848484848485030303
848484848484848485030303 , 750
1450 DATA 0384848484848484848583030384
84848484850000000000000000545454545454
54e0A8ASA8A8A8A8A800FCFC,12
1460 DATA FCFCFCFCFCOOFFFFFFFFFFFFFFFF
FCFCFCFCFCFCFCFC000001033FD3FE80000001
83BFD37E00000080CeFCCB7F , 550
1470 DATA 010e0088ClFDCB7E003C7EFF00FF
FF7E3ClS24241818000000Ae40E0E0E0400000
6C7C387C7C7C38100000e000,427
CHECKSUM DATA.
(see page 34]
10 DATA 883,351,496,811,423,729,200,60
?i§^Si5I3 , 694 , 613 , 29 , 205 , 214 , 7379
160 DATA 139,198,962,684,491,30,155,11
?AiS^A52£*'+^22, 931, 966, 720, 6412
1060 DATA 930, 958, 707,642,514,568, 751,
664 , 875 , 889 , 595 , 735 , 987, 895 , 757 , 11507
1210 DATA 972,571,686,533,643,718,955,
594 , 963 , 842 , 528 , 467 , 416, 252 , 546 , 9678
1360 DATA 345,458,484,572,680,693,794,
42,94,468,801,605,6036
RENT Jf^ BUY
ATARI'
IBM
Hint Book
Apple - C-64
o---— -.-
75 Adventures
Software
$19.95
PUBLIC DOMAIN
ADVENTURES
No.
1 - 25 Games
Mission Asteroid
No.
2-25 Utilities
Wizard and the Princess
No.
3 — 25 Music System
Ulysses and the Golden Fleece
No.
4 — 14 Games
Adventure on a Boat
No,
5 — 25 Educational
Probe I
No.
6 — 25 Music Program
The Black Forest
No.
7 — 14 More Games
Warlocks Revenge
No.
8-17 More Utilities
Dark Crystal
No.
9 — Lotsa Games
Dunzhin
No.
— Utility Assortment
Kaiv
Ziggurat
Birth of the Phoenix
Rent any 2 for S7.00
Adventure in Time
After Pearl
Rent all 10 for $30.00
Around the World
Call toll-free outside Texas: 1-800-433-2938
- Inside Texas call: 817-292-7396
^^^
-^ WEDGWOOD RENTAL r^
QB 5316 Woodway Drive \jM
yb
Fort Worth, Texas 76133 ^
CIRCLE #116 ON READER SERVICE CARD
ANALOG COMPUTING
MAY 1985 /PAGE 61
^ Boulder Bombers
coTitinued
Assembly listing.
i» »
!• -BOULDER BOMBERS' »
l»
bv
»
l» Mark f'rlca
*
l»
»••»«
I ZERD-PflBE VftRIflBLES
1
»■
*12
CLOCK
.OS
OELYVAL
.D3
DIR
.DS
EXPLODE
.D8
HOLD IT
.DS
nnsK
.Da
ONSCR
.03
PLAY
.DS
PLAYERS
.DS
RKILL
.D3
TDIR
.DS
XCOUNT
.DS
YCQUNT
.DS
BMBDRP
.DB
2
BRUN
.08
2
DRPFREQ
.DS
2
DRPRftTE
. DS
2
FREHEN
.03
2
BOMBS
.DS
2
PLYRX
.DS
2
PLYRY
.03
2
RCKHIT
.08
2
ROCKS
.03
2
SCRPTR
.03
2
t KEYBOARD VARIABLES
1
CH
»«2FC
CHt
»a2F2
PMAREA
• 3000
PL»
PMAREA+1B24
PLl
PL0+236
PL2
PLl+23i
PL.3
PL2+236
ROMCH
• E000
I ROM CHR BET
CHARS
*2C00
I MY CHR SET
1 SYSTEM
EQUATES
AUDCTL
»D20a
AUDCl
*D201
AUDC2
*D203
AUDC3
• D203
AUDC4
»D207
AUDFl
*D200
AUDF3
*O204
AUDFl
»D2B6
CHBASE
»O409
COLBAK
• O01A
CQLPFB
*D016
COLPFl
*O017
COLPFZ
*D018
C0LPF3
»D019
COLPMB
»D012
COLPMl
• 0013
COLPMZ
• 0014
COLPMS
• 0013
CDNSDL
• O01F
DLIST
• 0402
DMACTL
• 0400
SDMCTL
• 022F
BRACTL
• 0010
HITCLR
• D01E
HPOSP0
• D000
HPOBPl
• 0001
HP03P2
• DB0Z
HPDSP3
• 0003
NMIEN
• D40E
PL2PF
• 000^1
PMBASE
• 0407
PORTA
• D300
RANDOM
• D20n
alZEP0
• D008
SKCTL
• D20F
iRiae
• 0010
1
»a
• 2000
INIT
LDX
»111
ICOPY MY CHA
MYCHRS
LDA
MYCHAR3
X
STfl
CHARS, X
D6X
BPL
MYCHRS
LDA
»0
(DISABLE VBI
ETA
NMIEN
LDA
• •34
I3ET COLORS
ETA
COLPF0
LDA
• •28
3TA
COLPFl
LDA
• •84
STA
C0LPF2
LDA
• *C4
STA
C0LPF3
LDA
•
STA
COLBAK
LDX
• 3
) INIT PLAYER
STUIDTH
STA
8IZEP«,X
DEX
BPL
STWIDTH
LDA
• •28
STA
COLPM0
LDA
«»B4
3TA
COLPMl
LDA
»«C8
STA
C0LPM2
LDA
• •C8
STA
C0LPM3
LDA
• >PMAREA
STA
PMBASE
LDA
• •3E
STA
DMACTL
LDA
• 3
STA
BRACTL
LOY
• 112
1 INIT CHR SET
SETCHl
LDA
ROMCH, Y
STA
CHARS, Y
INY
BNE
SETCHl
SETCH2
LDA
R0MCH+Z3t, Y
STA
CHAR3+236.Y
INY
BNE
SETCH2
LDA
tt >CHAR3
STA
CHBASE
LDA
•
1 INIT VARB
LOY
•SCRPTR+1-CLOCK
ZEROVAR
STA
OEY
CLOCK, Y
BPL
ZEROVAR
LOY
• •27
ISET SCREEN DISP
CLRTOP
STA
OEY
CANYON, Y
BPL
CLRTOP
J3R
3ET3CRN
LDA
•
1 INIT SOUND
STA
AUDCTL
LDA
• 3
STA
SKCTL
LDA
• 36
ISET PLAYER
STA
PLYRY
I LANES
LDA
• 72
STA
PLYRY+1
RESTART
LDA
#44
ISET PLAYER
STA
PLYRX
1 START
LDA
• 204
1 POSITIONS
STA
PLYRX+1
LDA
•
tTURN OFF SCREEN
BTA
OMACTL
STA
AUDC3
1 EXPLOSIONS,
STA
EXPLODE
STA
AUDC4
1 AND BK8 SOUND
JSR
PMCLR
(CLEAR PLAYERS
LOA
» <OLIBT
1 ISET TITLE
STA
OLIST
1 SCREEN
LDA
• >OLIBT
1
BTA
OLIST+1
LDA
»»FF
ISET SAME SPEED
STA
OELYVAL
1 FOR TITLES
LOA
• 1
S3ET START OIR
STA
OIR
STA
PLAY
ISET PLAY FALSE
LDA
•
1 PLAYERS NOT
BTA
ONSCR
1 ON SCREEN
LDA
»*3E
ITURN SCREEN
STA
DMACTL
1 BACK ON
LDA
• 3
1 INIT CLOCK
STA
CLOCK
BTCNBL
LDA
OQNSOL
1 CHECK CONSOL
AND
•3
1 8WITCHE3
CMP
• 1
[SELECT PRESSED?
BNE
CHKSTRT
I NO, TRY START
SELECT
LDA
CONSOL
1 YES, WAIT FOR
AND
• 2
1 KEY RELEASE
BEQ
SELECT
LDA
PLAYERS
ICHANBE • OF
EOR
• 1
1 PLAYERS
STA
PLAYERS
CLC
ADC
• »11
1 & SET ON SCREE
STA
SCNOPLR
BNE
MOVET
1 (MOVE PLAYERS)
CHKSTRT
CMP
• 2
IIF START THEN
BEQ
START
I START BAME
MOVET
LDA
ONSCR
1 IF ON SCREEN,
BNE
MOVIT
1 THEN MOVE
LDA
RANDOM
lELSE, PICK OUT
AND
• 1
1 NEW SHIP TYPE
TAX
LDA
MASKS, X
STA
MASK
» & SET IT
MOVIT
JSR
MDVEPLR
IMDVE PLAYERS
.IMP
QTCNSL
IDO CHECK AQAIN
START
LDA
CONSOL
IMAIT FOR KEY
AND
• 1
1 RELEASE
BEQ
START
LDA
• 3
ISET BAME SPEED
STA
OELYVAL
1 TO •FF+»04
LOA
»0
ISET PLAY TRUE
STA
PLAY
STA
DMACTL
ITURN OFF SCREEN
LDX
• 2
ISET SCORES TO
ZEROSCR
STA
SCOREl.X
t ZERO
STA
8C0RE2!x
DEX
BPL
ZEROSCR
LDA
• •10
STA
SCOREl+3
STA
SC0RE2+3
LDX
•2
ISET BOMBS LEFT
LDA
• •CD
1 TO THREE
STBMBC
STA
B0MB1,X
STA
BOMBZ, X
DEX
BPL
STBMBC
LDA
• 3
BTA
BOMBS
STA
BOMBS+l
LDA
• *11
ISET NEXT FREE
STA
FREMEN
1 BOMB AT 1000
STA
FREMEN+1
LDA
PLAYERS
ISET SECOND
ASL
A
1 PLAYER MESSAGE
ASL
A
1 TO -PLAYER 2-
ASL
A
» OR -COMPUTER'
LDX
• 7
TAY
8TP2MS
LDA
P2C0MPT,
Y
STA
P2MaB,X
INY
DEX
BPL STP2MS
LDA » <DLI8TZ ISET OLIST
BTA DLIST I TO SAME
LDA • >DLISTZ I SCREEN
STA DLI3T+1
LDA ••3E ITURN ON SCREEN
STA OMACTL
I
NEUSCRN JSR SETSCRN I SET CANYON
LDA »Z
STA MASK
STA CLOCK
LDA •!
STA DIR
STA ROCKS-H
LDA ^42
STA ROCKS
J3R PMCLR
LDA »0
STA ONSCR
BTA AUDF4
LDA ^44
STA PLYRX
LOA ^204
STA PLYRX+1
STA HITCLR
LOA »B
STA RKILL
ISET TYPE TO
I BALLOON
I AND BE8IN CLOCK
lOIR - RIBHT
I ROCKS IN
I CANY0N-29e
■CLEAR PLAYERS
ISET PLAYERS ON
I SCREEN-FALSE
tSET START
I POSITIONS
I OF PLAYERS
ICLEAR HITS
I CROCKS PER BOMB
<MAX) "S
LDA DELYVAL I SPEED UP THE
CMP ••AF
BEQ BMBLOOP
SEC
SBC ^4
3TA DELYVAL
BAME JUST A BIT
(UNLESS ALREADY
AT MAX SPEED)
I BOMB MOVEMONT, HIT CHECKS,
I 3CQRE AND HIBHSCORE SET
I
BMBLOOP LDX •I | BET PLAYER INDEX
BMBNLOP LOA BMBDRP, X IIF BOMB NOT
BNE CHKHIT8 I DROPPED
JMP CHKDRP I CHECK TRIB
CHKHITS LOA PL2PF, X I BOMB HIT
BNE CKHROK I ANYTHINB?
JMP LWRBMB I NO, MOVE BOMB
CKHROK AND •7 I IF HIT ONLY
BNE BHITRK I COLOR 3, IT
JMP KILLBMB I 8ETS ERAsED
BHITRK LDA »0 ISET POINTER
STA 3CRPTR-H I INTO SCREEN
LDA BMBDRP, X I RAM WHERE THE
SEC I ROCK HIT IS,
SBC ^103 I 1ST, SET BOMB'S
AND •»FB I Y-P08 TRANS-
3TA SCRPTR | LATED INTO
ASL SCRPTR I ROW NUMBER
A8L SCRPTR |AND MULTIPLY IT
ROL SCRPTR+1 I BY 40
CLC
ADC SCRPTR
STA SCRPTR
BCC BTP0
INC aCRPTR+1
nTPa LDA PLYRX, X I THEN, CHANGE
"^" I X-POS INTO THE
I COLUMN NUMBER
I AND ADD IT ON
ADD SCREEN
3EC
SBC •47
LSR A
LSR A
CLC
ADC BCRPTR
STA SCRPTR
BCC BTPA
INC SCRPTR+1
CLC I
ADC » <CANYON I START
STA SCRPTR I ADDRESS
LDA SCRPTR+1
ADC tt >CANYON
STA SCRPTR+1
LOY •0 ICLEAR INDEX
LOA (SCRPTR), Y I i. SET CHAR
BED QTPl (if IT'S BLANK
CMP ^4 I OR ABOVE 4
BCC GOTCHR I THIS ISN'T IT.
INY I TRY ABAIN.ONE
LDA (SCRPTR), Y I RIBHT
BEQ BTP2
CMP »*
BCC BOTCHR
LOY ••28 I IF HE BTILL
LDA (SCRPTR), Y I DON'T BET IT
BEQ 8TP3 I TRY 1 DOWN
CMP ^4
BCC BOTCHR
INY I THEN, BOTH AT
LDA (SCRPTR), Y ( ONCE
BNE BCKRCK
IIF BY THIS
I TIME, WE DONT
I HAVE IT, THEN
I BIVE UP
IHOLO SCORE-
I CHAR » 2
I ERASE ROCK ON
I SCREEN
JMP LWRBHB
CMP »4
BCC BOTCHR
JMP LWRBMB
ASL A
STA HOLDIT
LDA •»
STA (SCRPTR) ,
LDA ROCKS
8EC
SBC »l
STA ROCKS
BCa GOTl
DEC ROCKS+1
LOA ••FE
BTA EXPLODE
I LOWER • OF
I ROCKS LEFT
ISTART EXPLOSION
I SOUND
I ADD ON TO SCORE
I
LOY SCRNDX,X ISET BASE INDEX
LDA HOLDIT I TO SCORES, AND
CLC I ADD TO SCORE
ADC SCORE 1,Y
BTA SCOREllY
LDA #3 ISET DIBIT • FOR
PAGE 62 / MAY 1985
ANALOG COMPUTING
^^
Boulder Bombers continued
STA
UOA
BEQ
CMP
BCC
SEC
SBC
STA
DEY
DEC
BMI
LDA
BNE
LDA
CLC
ADC
STA
BNE
INY
INC
BNE
HQLDIT
BCOREl,
CHKHI
8CUN0X
#10
aCOREl
HOLDIT
CHKHI
SCORE 1
SCBRK
«*10
II
BCOREl
ADD3CR
HOLDIT
ADDSCR
I ROLLOVER PROT.
Y ID0NE7
I YES. CHECK HISH
IDIBIT >1B7
I NO, BO RISHT
I SUB 10 PROM
I THIS DIQIT
, Y
IPOINT TO NEXT
(ROLLOVER! LEAVE
,Y tSET DIBIT
I IP BLANK, SET
I TO ZERO
I ADD 1
,Y I AND SAVE IT
ICHECK THIS DIQIT
ISO RIGHT ONE
I DIBIT
CHECK POR HIBH SCORE
CHKSCR
CHECKSC
LDA
STA
LDA
STA
TXA
BEQ
LDA
CLC
ADC
STA
BCC
INC
LDY
LDA
Clip
BEQ
BCS
BCC
INY
CPY
BNE
BEQ
• <aCORE
8CRPTR
» >aCQRE
SCRPTR+1
CHKSCR
#10
SCRPTR
SCRPTR
CHKSCR
BCRPTR+l
#0
(SCRPTR*
HISCOR.Y
CKNXDQ
3THI8C
CHKFRn
#4
CHECKSC
CHKFRM
I SET POINTER
1 I TO SCORE FOR
I PLAYER 1
I IF IT ISN'T
I PLAYER 1. THEN
I ADD TO BET
! POINTER FOR
I PLAYER 2
I BEQ IN AT HI END
, Y
I COMPARE "EM
I IF SAME, DO NEXT
I IF PLAYER > SET
I IF HIOH > SKIP
IDD NEXT DIQIT
I IF ALL DONE,
I THEN IT'S THE
I SAME, SKIP
SET HIQH SCORE
STHlaC LDY #3 1 COPY THE
SETDIQT LDA (SCRPTR), Y I NEW HIQH
STA HISCOR,Y ) SCORE INTO
DEY I HtSCOR
BPL SETDIST
CHECK FOR BETTtNB EXTRA BOMBS
UPDTFM
I
STRKHT
ERABOMB
KILBDMB
LDY
LDA
CMP
BNE
INC
LDA
CMP
BCS
CLC
ADC
TAY
LDA
STA
INC
INC
LDA
CMP
BNE
TXA
CLC
ADC
STA
LDA
STA
LDY
LDA
STA
DEY
BPL
TXA
A8L
TAY
LDA
STA
STA
STA
LDA
BNE
J3R
JMP
aCRNDX,X
3C0RE1-3,
FREMEN, X
3TRKHT I
BOMBS, X I
BOMBS, X I
»* I
UPDTFM I
I
aCRNDX,X
• «CD I
BOMBl-4, Y
FREMEN, X
lOET SCORE
Y I IN THOUSANDB
IIP NOT FREE
BOMB YET, SKIP.
ELSE, UP 60MBS
BY I
IF B0MBa>-4,
KEEP IN RESERVE
IF BOMBS LESS
I THAN 4, THEN
SET EXTRA
ON SCREEN
I3ET FOR NEXT
I AND ERABE IT
RCKHIT.X I IF NEW • OF
RCKHIT,X I ROCKS HIT -
RKILL I MAX, KILL BOMB
LWRBMB I ELSE, LOWER IT
I BET POINTER
I TO BOMB
» >PL2
SCRPTR+1
BMBDRP,X
SCRPTR
*S
#0
(SCRPTR) , Y
ERABOMB
I TURN OFF SOUND
A ( FOR THIS BOMB
#0
AUDFl, Y
AUDCl.Y
BMBDRP,X 13ET FLAQ OFF
RCKHITIX I IF IT DIDN'T
DONXBMB I HIT ANYTHINB,
LMRMISS I LOWER * BOMBS
DONXBMB I <i DO NEXT
! LOWER
I
LWRBMB
THE BOMBS
TXA
CLC
ADC
STA
LDA
STA
LDA
LDY
STA
DEY
BPL
INC
LDA
LSR
LSR
LSR
LSR
STA
CLC
ADC
CMP
Bca
STA
# >PL2 ISET POINTER TO
SCRPTR+l I BOMB
BMBDRP, X
aCRPTR
•0 (ERASE THE BOMB
#3
(SCRPTR) , Y
ERBMB
DRPRATE.X (UP DROP SPEED
DRPRATE. X
(UPDATE POSITION
A
A
A
A
HOLDIT
BMBDRP, X
#194 (OUT OF RANGE?
KILBOMB I YES. KILL IT
BMBDRP. X (ELSE, BET
I CHECK
(
CHKDRP
aOINQR
TRYDRP
CHKTRS
DROPIT
DRPRDCK
DSTYCNT
STA
LDY
LDA
STA
DEY
BPL
TXA
ASL
TAY
LDA
CLC
ADC
STA
STA
LDA
SEC
SBC
STA
DEX
BMI
JMP
SCRPTR ( THE BOMB
•S
CHARa+96,Y
(SCRPTR) ;y
SETBOnB
(SET Y TO INDEX
A ( THE SOUND RESS
HOLDIT (UPDATE SOUND
( OF DROPPINB
DRPFREa,X ( BOMB
DRPFRE(3, X
AUDFl , Y
#*AB
HOLDIT
AUDCl , Y
(RESET INDEX
DOPLMV ( IF BOTH NOT
BMBNLOP ( DONE, DO NEXT
>. DROP BOMBS
LDA
BEQ
TXA
CLC
SBC
BNE
LDA
BMI
LDA
CMP
BCC
BCS
LDA
CMP
BCS
LDA
AND
BEQ
BNE
LDA
BNE
LDA
CLC
ADC
STA
LDA
STA
STA
INC
LDA
STA
BNE
STA
JSR
LDA
BEQ
DEC
DEC
EOR
STA
LSR
LSR
LSR
LSR
EOR
STA
LDA
CMP
BEQ
JMP
LDA
BNE
LDA
BNE
JMP
LDA
CMP
BNE
LDA
BTA
STA
STA
LDA
CMP
BEQ
LDA
STA
STA
LDA
AND
BEQ
JMP
LDA
STA
LDA
STA
LDA
CLC
ADC
STA
LDA
ADC
STA
LDY
LDA
BEQ
TAX
LDY
LDA
BNE
TXA
STA
LDY
TYA
STA
LDA
SEC
SBC
STA
BOMBS, X
DONXBMB
PLAYERS
CHKTRS
DIR
BOINGR
PLYRX,X
«»44
DONXBMB
TRYDRP
PLYRX,X
»»BB
DONXBMB
RANDOM
«ts
DROPIT
DONXBMB
TRIBB.X
DONXBMB
PLYRY,X
•a
BMBDRP, X
•a
DRPRATE,
RCKHIT, X
BRUN. X
#30
DRPFREQ
DONXBMB
( IF NO BOMBS LEFT
( THEN DO NEXT
(IF NOT THE
( COMPUTER, CHECK
( TRIQQER
[IT'S PLAYER!
tBOINQ LEFT?
I NO!
I BET COMPUTER X
(TOO FAR LEFT?
(YES!
(NO. TRY DROP!
(QET COMP. X
(TOO FAR RISHT?
(YES!
(COMPUTER DROPS
( A BOMB IP
( RANDOM SAYS TO
(ELSE DO NEXT
(TRia PUSHED?
( NO, DO NEXT
[DROP: SET
[ BOMB Y TO
( PLAYER Y+a
(CLEAR DROP RATE
( AND ROCKS HIT
(UP BOMBS DROPPED
[SET THE SOUND
X I FLAQ
(AND DO NEXT
HtTCLR [CLEAR HITS
MOVEPLR (MOVE PLAYERS
EXPLODE (EXPLOSION BOINQ?
CKR3TRT ( NO, SKIP
EXPLODE (UPDATE EXPLOSION
EXPLODE ( SOUND
#«F0
AUDF3
A
A
A
A
#»8F
AUDC3
CONSOL (ANY CONSOLE
#7 ( BUTTONS PUSHED?
CKNSCR [IF YEB, THEN
RESTART [ RE-START
ROCKS |# OF ROCKS LEFT
CHKPAU3 ( - ZERO?
RQCKS+I (IF YES, THEN
CHKPAUS ( SET UP A
NEW8CRN ( NEW SCREEN
(SPACEBAR PRESSED?
BCS NOVER
DEC SCRPTR+I
NOVER DEC YCOUNT (LAST ROW DONE?
BMI DONXCOL ( YES, DO NEXT COL
DONXRCK LDA SCRPTR (SO U^ ONE
SEC [ ROW
SBC #*2S
STA SCRPTR
BCS N0VER2
DEC SCRPTR+1
N0VER2 DEC YCOUNT (LAST ROW DONE?
.,^.,»„„, 2^'- RKZDRP [ YES, DO NEXT COL
DONXCOL DEC XCOUNT (LAST COL DONE?
BPL DSTYCNT ( NO, DO NEXT
JMP BMBLOOP (DO fiOMBS AGAIN
I
( MOVE PLAYER, CHECK FOR LEAVING
( SCREEN, END BAME CHECK, SWITCH
I SHIP TYPES
(
NQVEPLR LDA 0N3CR I IF NOT ON
BNE ADDCLOK ( SCREEN, SET BOUND
LDA MASK ( AND PLAYERS
CMP #3 [BALLOON?
BEQ STBL8ND I YES, DO THAT
LDA #»96 (SET PLANE SOUND
STA AUDF4
LDA *»24
STA AUDC4
BNE ADDCLOK
STBLSND LDA #0
8TA AUDF4
LDA »Z
STA AUDC4
LDX #1
8TBLN8 LDA PLYRY,^X
STA SCRPTR
TXA
ADC » >PL0
STA SCRPTR+1
LDY #13
SETBALN LDA CHARS+80,Y
STA (3CRPTR).Y
DEY
BPL SETBALN
DEX
BPL 8TBLNS
ADDCLOK INC CLOCK
LDA CLOCK
AND MASK
BNE DODELAY
LDA PLYRX
ADC DIR
STA PLYRX
8TA HPOSPa
STA HP0SP2
LDA DIR
EOR »»FE
ADC PLYRX+1
STA PLYRX+1
STA HP03P1
STA HPDaP3
LDA MASK
CMP #1
I & BOTO CLOCK ADD
(SET WIND SOUND
ISET BALLOON
(ADD TO CLOCK
I IF CLOCK AND
( MASKOa THEN
( DON'T MOVE
(MOVE THE PLAYERS
(FIRST PLAYER 1
(THEN PLAYER 2
CH
#33
CKDRRCK [NO
#0
I IF ON PLANES
( THEN CHECK IF
BNE DODELAY ( TIME TO ANIMATE
LDA CLOCK ( PROPS
AND #2
BEQ DODELAY (NO.
LDA DIR
STA TDIR
LDX »l
LDA PLYRY.X
STA SCRPTR
TXA
ADC • >PL0
STA 3CRPTR+1
LDA CLOCK (GET IMA8E INDEX
[ FROM CLOCK
,,.^. SKIP THIS
(3ET TEMP DIR
( (WILL BE KILLED)
(SET POINTER
I TO PLAYER
..„, CONTINUE
,YES, PAUSE BAME
(TURN OFF MAIN
( SOUNDS
(WAIT FOR STICK
( MOVEMENT
(RESET CH FOR
[ ANOTHER PAUSE
(TIME TO DROP
i SUSPENDED
ROCKS?
AUDCl
AUDC2
AUDC3
PORTA
#»FF
HLDPTRN
#»FF
CH
CHI
CLOCK
#13
DRPRQCK
BMBLOOP (NO, DO BOMBS
#39 — --
XCOUNT
#S
YCOUNT
(SET COLUMN TO 39
(ROW TO 8
(AND SET POINTER
# <tCANYDN+3&0] ( TO XCOUNT
I PLUS CANYON
XCOUNT I START
SCRPTR
* >CCANYON+360:
#0
SCRPTR+1
#0 (ROCK FALL LOOP:
(SCRPTR), Y (NQTHINQ THERE
DONXRCK i THEN TRY NEXT UP
(ELSE HOLD IT
»»ZS ( & LOOK UNDERNEATH
(SCRPTR) , Y
DONXRCK (NOT BLANK-DO NEXT
(BLANK, MOVE ROCK
(SCRPTR), Y ( ABOVE DOWN
#0
(SCRPTR) , Y
SCRPTR i & GO UP ONE
( SO WHOLE COLUMN
»»ZS ( WON'T FALL AT
SCRPTR I ONCE
DODELAY
DELAYl
DELAYZ
AND #4
ASL A
STA HOLDIT
LDA TDIR
AND »»10
ADC HOLDIT
8TX HOLDIT
TAX
LDY #0
LDA CHARS+4S,X
3TA (3CRPTR) ,Y
INX
INY
CPY #3
BNE ANISET
LDA TDIR
EOR #«FE
STA TDIR
LDX HOLDIT
DEX
BPL ANILODP
LDX #13
LDY DELYVAL
DEY
BNE DELAY2
DEX
BNE DELAY!
LDA #1
STA ONSCR
LDA PLYRX
CMP #44
BEQ 0FF3CR
CMP #204
BNE MPQDBAK (IF ON
LDA #0
STA AUDC3
STA AUDC4
STA EXPLODE
STA ONSCR
LDX #1
LDA BMBDRP, X (IF A BOMB IS
BED CKBRN ( IN THE AIR. AND
) AND HOLD IT
(GET DIRECTION
I INDEX FROM
I DIR
IV ADD -EM TO GET
I INDEX.
I SAVE PLAYER »
ISET PLAYER
(REVERSE TDIR
(GET PLAYER »
I «( ANIMATE NEXT
(WAIT FOR A
i WHILE TO MAKE
1 GAME PLAYABLE
I PLAYERS ARE NOW
I ON SCREEN
(BUT CHECK TO
I SEE IF THEY
I AREN'T
RETURN
(ELSE, TURN OFF
I EXPLOSIONS AND
I BKG BOUND
(SET ONSCR FALSE
ANALOG COMPUTING
MAY 1985 / PAGE 63
^^
Boulder Bombers coiuinued
CKBRN
CKNBR
nPGOBAK
I
ENDBAne
wAiTa
MAITl
WA1T2
LDA
8NE
JSR
LDA
BNE
.J8R
DEX
BPU
JSR
LDX
LDA
CLC
ADC
ADC
BED
LDA
EOR
STA
LDX
LDY
3TX
STY
LDA
STA
LDA
BNE
LDA
CMP
Bca
LDA
STA
LDA
9TA
RTS
PLA
PLA
LDA
STA
LDX
LDY
LDA
CMP
BNE
DEY
BNE
DEX
BNE
DEC
BPL
JMP
RCKHIT, )
CKBRN
LWRHISS
BRUN, X
CKNBR
LWRMiaa
CHKBR
PMCLR
PLAYERS
BQMB3
BOnBB.X
PLAY
ENDSAME
DIR
• •FE
DIR
PLYRY
PLYRY+l
PLYRY-H
PLYRY
«3
CLOCK
ROCKS+1
MPBOBAK
ROCKS
• 149
MPQOBAK
• 1
MASK
*4
RKILL
1)8
HOLDIT
• •FF
»»FF
C0N30L
• 7
ENDBOBK
WAIT2
WAITl
HOLDIT
WAITZ
RESTART
I IT HASN'T HIT
I ANYTHINO YET,
I IT'S A MISS
I IF NO BOMBS
I DROPPED THIS
) PASS, IT'S A MISS
I CLEAR OUT PLAYERS
I IF THE ACTUAL
( PLAYERS HAVE
I NO MORE BOMBS,
I AND WE'RE ON A
I SAME, END IT
I REVERSE DIRECTION
■CHANGE PLAYER
f LANES
I RESET CLOCK
I IF HALF OF THE
> ROCKS ARE aONE
I THEN SWITCH
I TO PLANES
lELSE RETURN
SSET MOVE RATE
I MASK
(PLANE BOMBS SET
I MAX OF 4 ROCKS
I RETURN
JBET RID OF
) RETURN ADDRESS
I DO DELAY BO
( THE PLAYERS
I CAN SEE THE
I FINAL SCORE
I (END DELAY
I EARLY WITH
I CDNSOL KEY)
!S0 TITLE SCREEN
SET CANYON SCREEN IMAQE
»
I
SETSCRN
8ETSC1
Need somelhing interesting lo do with that left over
tiatnburger! How about a dessert lor someone on a diet?
Tlie recipe you need is only seconds away with:
THE COMPUTER
GOURMET
The Computer Gourmet is your complete kitchen helper.
TweWe servings too many! A qmi keystroke and your
serving si2e is adjusted to the number you need. Want a
shopping list ol ingredients? No problem!
The Computer Gourmet even comes with its own complete
set of recipes! (And its very easy to add your own.)
Automate your kitchen v<itfi
The Computer Gourmet
Available on disk for Atari- computers (requires 48K),
Send S29.95 plus J2.00 for postage to:
NEW HORIZONS SOFTWARE
P.O. Box 180253
Austin, Texas 78718
Or, lor more information, call (512) 445-1767.
New Horizons
Expanding Your Life
Cofltact us tor Infornulion on all our pfoducU lor Atari Computers.
Deal«r inqum invited. Atari is a trademark o! Atari, Inc.
LDY (te (COPY ROCKS ti
LDA RQCKIMB.Y I CANYON TO
STA CANYDN+4B,Y ( SCREEN
INY
BNE SETSCl
LDY «t43
LDA ROCKIMStzaS. Y
STA CANY0N-t-2V3,Y
DEY
BNE SETaC2
RTS I RETURN
LOWER NUMBER OF BOMBS LEFT
IRMISS LDA BOMBS. X I IF ALREADY
BED LWMBOBK I ZERO, EXIT
DEC BOMBS, X I LOWER BOMBS
LDA BOMBB.X I IF AT LEAST
LEFT, RETURN
CMP »3
BCB LWMBOBK
CLC lOET INDEX FOR
ADC SCRNDX.X I SCREEN TO
TAY 1 ERASE BOMB
LDA »e
STA B0MB1-3,Y
LWMSOBK RTS 1 RETURN
I
CLEAR PLAYERS, BOMB Y POSITIONS,
BOMBS DROPPED THIS PASS, AND
TURN OFF BOMB SOUNDS
I
I
I
I
PMCLR
LDA »t
TAY
STA PLB.Y
STA PLl , Y
STA PL2 Y
STA PL3,Y
DEY
BNE PMCLOOP
STA 8MBDRP
STA BMBDRP+l
STA BRUN
STA BRUN+1
STA AUDCl
STA AUDC2
RTS
I CLEAR ALL
I PLAYERS
1 CLEAR BOMB Y
I POSITION
I >< BOMBS DROP
I THIS PASS
I TURN OFF BOMB
I FALL SOUNDS
PLAYER 2/COMPUTER MESSABEB
CIRCLE #117 ON READER SERVICE CARD
J
SouroeVievv
Software
International
is proud to present 4 Atari Winners!
BULLETIN BOARD CONSTRUCTION
SET — A fully configurable & custom-
izablf remote lelecommunications system,
XMODEM upload/download & other proto-
cols, board & menu editors, thousands of
passwords. We guarantee this board to bo
the most powerful, versatile and fastest
board for the Atari u.ser or your money
back! $39.9.5
MOTHER'S HELPER - a neat utility pro-
gram with database to keep track of kids
and their parents, spreadsheet accounting
with popular templates for most home
chores, and personal secretary for letter-
writing, memo's with jumbo lettering and
labelmaker which lists all diskprograms in
tiny letters. $39.95
MATH TREE - Now you can kill two
birds with one banana. By answering math
problems of variable difficulty, your child
becomes familiar with the computer key-
board while watching the monkey climb the
tree. $19.9.')
SOURCEVIEW Journal - All SourceView
software is reviewed & rated by our sub-
scribers in the SourceView Journal of Soft-
ware Evaluations, Reviews & Ratings. Sub-
scribe for $36.00 per year.
Send your checks with $2.00 postage and
handling to; Post Office Box 390, Martinez,
CA 94553
P2C0MPT .SBYTE +»8e, "RETUPM0C2 REYALP"
!
) Miac DATA
?
3CRNDX .BYTE 3, 13
MASKS .BYTE 1,3
I
) TITLE SCREEN DISPLAY LIST
!
DLISTl .BYTE »70, «7«l, »7a, »46
.WORD QAME
.BYTE ♦70,»7B,»7B,»7B,«70
.BYTE »7ei,»7e,«70, »70,»'t4
.WORD CANYON+40
.BYTE 4, 4, 4, 4, 4, 4, 4, 4, 4, »47
.WORD TITLE
.BYTE 6.ft,»41
.WORD DLISTl
I
! GAME DISPLAY LIST
I
DLI8T2 .BYTE »7e, «70 , »7», »70
.BYTE »7a, »7B, •70,«7»,»70
.BYTE «70,»70,»70,»70, »44
.WORD CANYaN'r40
.BYTE 4,4, 4, 4,4,4,4,4,4, »44
. WORD SAME
.BYTE »70,4,i,»41
.WORD DLISTi
.SBYTE +»a0," boulder "
.SBYTE ■^»80, " bomber*
.SBYTE " by mjirk prlca
.SBYTE " PLAYERS! "
.BYTE (l 1 ,0,0,0,0,0
I BOTTOM OF SAME SCREEN
.SBYTE
. SBYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE e'e
HIGH: "
a PLAYER 1
,0,e,0,0,0,»,a,0
,0
0,0
OAME
HISCOR
P2M8a
SCOREl
BDMBl
aCDRE2
B0M82
?
! DATA FOR CANYON
(
RQCKIMG .BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,1,1,1,1,1
. BYTE •85, 1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,11,1,1, »83
.BYTE »84,»83, 1, 1, 1, 1 , 1 , 1 , 1 , 1
.BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1,1,1,1,1,1,1,1,1,1
.BYTE 1, 1, 1 1, 1, 1, 1 l,»a4,»83
.BYTE »84,»83,2, 2,2,2, 2, 2,2,2
.BYTE 2,2,2,2,2,2,2,2 2,2
.BYTE 2,2,2,2,2,2,2,2,2,2
-BYTE 2,2,2,2,2,2,2,2,»a4,»83
.BYTE •B4,»84,»83,2, 2,2, 2,2,2, 2
.BYTE 2,2,2,2,2,2,2,2,2,2
.BYTE 2,2,2,2,2,2,2,2,2,2
.BYTE 2,2,2,2,2,2,2, ♦84, »84, ♦as
.BYTE •84, ♦84, ♦83, 2, 2,2,2,2,2,2
.BYTE 2,2,2,2,2,2,2,2,2,2
.BYTE 2,2,2,2,2,2,2,2.2,2
.BYTE 2,2,2,2,2,2,2, ♦84, ♦84,^83
.BYTE ♦84, ♦84, ♦84, ♦83, 3
.BYTE 3,3,3,3 3,3,3
.BYTE ♦83,3,3,3,3,3,3,3,3,3,3,3
.BYTE 3, 3, 3, ♦83, 3, 3, 3, 3, 3,3,3,3
.BYTE ♦84, ♦84, ♦84, ♦83, ♦84, ♦SA
.BYTE ♦84,^83,3, 3,3,3
.BYTE 3,3,3, ♦84, ♦84, ♦83
.BYTE 3, ♦63, 3, 3, 3, 3
.BYTE 3, 3, 3, 3, ♦83, 3
.BYTE ♦84, ♦BA, ♦as, 3, 3, 3
.BYTE 3, 3, 3, 3,^84, ♦84
.BYTE ♦84,^83,^84,^84,^a4,^a4
.BYTE ♦83,3,3,3.3,3
.BYTE ♦a4,^84,^84,^a4,^84,^84
.BYTE ♦83,3,3,3,3,3
.BYTE 3,^84,^a4, ♦84,^a4, ^84
.BYTE ♦84^»83,3,3,3,3
.BYTE 3, ♦84, •84, ♦a*, ^84, ♦as
.BYTE ♦84, ♦84, ♦84, ♦84, ♦84, ♦as
.BYTE 3, 3, 3, ♦84, ♦84, ♦84
.BYTE ♦a4,^a4,«84,^a4,^a4,^8S
.BYTE 3, 3, 3, 3, ♦84,^84
.BYTE ♦84,^84,^a4,^84,^a4,^84
.BYTE ♦as, 3, 3, 3, ♦84, ♦84
.BYTE ♦a4,^84,^a4,^S3
I
I CHARACTER SET DATA
MYCHARS .BYTE • ,9. »,»,«,», 0, B
.BYTE B*.64,B4,84,Bt.84,B4,«
.BYTE 168, 16Q, \bQ, 168, l&O, l6B, 16S.
.BYTE 232, 232, 23 2, 232, 232, 232, 232, »
.BYTE 233, 233, 233, 233, 233, 233, 233, 233
.BYTE 232, 232, 232, 232, 232, 232, 232, 232
.BYTE »,», 1 ,3.63,211,231, 12B
.BYTE », e, 1 , 131, 171,211 , 126, B
.BYTE »,B, 128, 192,232,203, 127, 1
.BYTE B, B, 12B, 173,233,283, 126, B
.BYTE 6B, 126, 233, 8,233, 233, 126, 6B
.BYTE 24,36,36,24,24,B,»,B
.BYTE 16B,64,224,224,224,64,B.B
.BYTE IBB, 124,36, 124, 124, 12*, 36, 16
I
I ON-SCREEN CftNYDN
I
CANYON - •♦•B17B
I
•- «B2EB
.WORD INIT
(RUN ADDREBB
CIRCLE #118 ON READER SERVICE CARD
PAGE 64 / MAY 1985
ANALOG COMPUTING
LOTSABYTES CONTINUES THE WAR !
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25 powerful
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AMS MUSIC
25 Advanced
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All different >
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LoisaBytes EXCLUSIVES
ADVANCED
MUSICSYSTEM II
by LEE ACTOR
Allows you to create music
v/ith your Atari computer'
All new machine code
" Control over pitch
duration, envelope
dynamic level, meter,
tempo and key.
* 4 independent voices
* 5\ octaves per voice
* Save up to 8200 notes
* Custom DOS
* FULL instructions
* 24K disk
Originally S29.95 Only $14.95
ORIGINAL ADVENTURE
by Bob Howell
For all Atari computers.
The Original
Colossal Cave
Adventure faithfully
reproduced from the
'main-frames'
This IS the one
that launched the whole
Adventure craze of today
* Two mazes
* 130 rooms
* Deadly Dragons
■ Nasty Dwarves
' Tenacious Troll
■ The Pirate & More!
■ 86 coded hints
■SAVE'RESUME
* 40K disk or 32K tape
Originally S24.95 Only $14.95
QUALITY WORD PROCESSING
ESI WRITER! At last a brand-new Word Processor
that has more features and is easier to use than
anything else available for the Atari. Easy for the
beginner to use, it asks questions and remembers
the answers. ESI WRITER is so sophisticated that it
has many more features we don't even have room to
mention ! Works with ANY Atari
* Reads any text file * Built in Help screen
' Very fast I * Works with ANY printer
* Instant top, bottom or text location
without scrolling!
* Every printer feature * DISK ONLY (Any Atari)
* Search and replace * Block move text
"Page eject/start ' Set margins/lines etc.
■Full justification * Print headers etc.
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Learn the basics of music with this light-
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Covering such topics as note recognition,
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This program includes a thoroughly
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included.
Originally S39.95 Only S 14.95
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Ages 4 to 10 — Disl< only
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your return postage. All orders shipped by Frrst Class U.S. Mail. Add SI .95 s flipping and liandlJng for 1 to 5 disks.
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Funds only. We accept checks or Money Orders. Sorry, no COD or Charge Cards. Allow three weeks tor personal
checks lo clear.
15445 Ventura Blvd., Suite 10H, Sherman Oaks, CA 91413
Ar.iii i> III.. i.n]isl.-M.il It.lflrltl.ltk ut Al,)ti Corp
CIRCLE #122 ON READER SERVICE CARD
REVIEW
TAX COMMAND
PRACTICAL PROGRAMS, INC.
625 N. Milwaukee St., Suite 210
P.O. Box 93104
Milwaukee, Wl 53203
16K Cassette or Disk $24.95
by Karl E. Wiegers
Preparing tax retm-ns isn't most peo-
ple's idea of a great hobby. The good
news is that there are several tax prepa-
ration programs for the Atari on the mar-
ket. The bad news is that you get what
you pay for, and sometimes you'll wish
you had paid a little more. Tax Com-
mand is one of the less expensive tax
programs available, and while it does ac-
celerate the completion of your Federal
tax return, it has some limitations.
My individual income tax return is
fairly involved, with itemized deduc-
tions and dividend income, some capi-
tal gains and the continual hope of a tax
break, thanks to income averaging. I got
Tax Command hoping it would speed
up the lengthy computations involved
with income averaging, making it easy
to add new deductions if I discovered
them after the initial pass through the
program. These expectations were only
partially realized.
Tax Command for the Atari comes in
two different versions. The older version
is obtainable on cassette or disk and is
designed for 16K computers. I regard
this program as a barely adequate tax
preparation tool. It lacks the ability to
store data on the tape or disk for addi-
tional future processing, and it cannot
provide any printouts of your results.
Essentially, all this version does is
arithmetic. The new program requires
at least 40K of RAM and is considerably
more useful. Program files for both ver-
sions are present on the single cassette
or disk you get when you purchase Tax
Command. Both are written in Atari
BASIC.
Tax Command cornes with a 16-page,
typeset user's guide, with a table of con-
tents and index. The program is availa-
ble for seven models of home computer
besides the Atari, and the user's manu-
al comes in the "one size fits all" cate-
gory. Little information in it pertains
specifically to the Atari version. How-
ever, the general procedures described
for entering data and performing calcu-
lations are useful.
A sample set of mythical financial in-
formation is supplied with instructions,
to use for practice before you tackle your
own return. Instructions for the more
sophisticated, long version of Tax Com-
mand do not appear in the user's guide.
The input prompts in the program itself
are very cryptic, so it will help to keep
your tax forms in front of you.
Data is entered through a series of me-
nus pertaining to different sections of
Form 1040 and other schedules. The
lines in each menu are labeled with the
line number to which they correspond
on Form 1040.
One character per line is highlighted
in inverse video. To select a menu op-
tion, simply press the key correspond-
ing to the highlighted letter You can
then enter numeric information such as
salaries, medical deductions, and so on.
The main menu lets you move to sub-
menus for making different kinds of en-
tries, so changes are readily made if you
uncover a new deduction or get a late
W-2 statement. Movement among menus
is very easy and rapid.
Some options, such as "other income"
or "tax payments," involve lists of items.
Numbers must be entered for all items
in a list, even if the entry is zero, as al-
ready shown on the screen. Changing
an entry here involves retyping all items
in the list. If you just press RETURN at
unchanged items to try to save time,
you'll see a reminder to enter only nu-
meric values. To my irritation, this mes-
sage remained on the screen for nearly
ten seconds.
As you make entries in the various
displays, the dollar (and cents) values ai-e
The Jines in each
menu are labeled
with the line
number to which
they correspond
on Form 1040.
shown on the the menu lines. Changes
are immediately reflected in new total
amounts. You can calculate your tax due
at any time with a couple of keystrokes.
The main menu in the long version al-
lows you to save youi' data on disk or re-
trieve a stored file for additional pro-
cessing. Only one data file can be stored
on each disk, so tell all your friends to
bring their own data disks.
Users of the short form are out of luck:
no storage of intermediate results is pos-
sible. This is a major limitation in the
short version of Tax Command.
Something odd happens if an error
occurs during the data save step. A dis-
play asking if the drive is on and the
data disk is in appears, erases and re-
appears no less than forty times! Twice
would have been sufficient. Other than
this, error trapping in Tax Command is
quite good. There is no apparent way to
exit from the program short of pressing
the BREAK key
Another main menu option allows
you to print your results. This produces
a very simple one-page printout show-
ing Form 1040 line numbers, short line
descriptions and the numeric values to
be filled in on your Form 1040.
Due to a small bug in the program, the
line which should show your refund due
PAGE 66 / MAY 1985
ANALOG COMPUTING
°4 Review continued
doesn't appear on the printout. As with
all inexpensive tax return programs,
these numbers must be entered manu-
ally onto your own tax forms.
No itemizations are provided for any
other schedules, another limitation of
Tax Command. Individual subtotals for
Schedule A (itemized deductions), such
as medical, taxes, interest, etc., are dis-
played on the computer screen but not
on the printed report.
Income averaging is a nice way to try
to reduce the amount of Federal tax you
owe. At least, it's usually worth check-
ing to see if it makes a difference. Tax
Command lets you enter the income
from your four base years [again, the
prompts are so abbreviated that you
really have to know what you're doing)
and, in just a few seconds, calculates
your averageable income and the tax due
using income averaging.
Still, no intermediate calculations,
which must be entered on Schedule G
to satisfy the IRS, are shown. Therefore,
if you do income average, you must per-
form the computations by hand to get
these necessary intermediate results.
This practically negates the benefit of
having the computer carry out tlie math,
except to see if income averaging will
reduce your tax liability.
As with virtually all tax preparation
programs for home computers, Tax Com-
mand does not supply tax advice or in-
formation about tax laws. On the plus
side, the purchase price is tax deduc-
tible.
In suiumary, Tax Command's long
form is a useful aid for the preparation
of your Federal income tax return if you
have a disk drive and at least 40K or
RAM in your Atari. The 16K version is
too limited to be of much use, unless
yoLU- tax return is so simple that it's eas-
ily done by hand anyway.
The program is easy to use, although
the user's manual provides little assis-
tance. Data entry is rapid, and the tax
calculations take only a few seconds.
,.;^JiS&SSS«S»-
K;
YOU CANT TELL
A DISK DRIVE
BY ITS COVER!!
The result for my 1983 tax due came out
$2 off the result 1 got using another,
more expensive tax program, but I'm not
sure which is in error.
With a little more attention to detail
and utility, this could be a fine tax pre-
jDaration program. However, I don't re-
commend Tax Command for anyone
who uses income averaging or wants a
printed itemization of data for schedules
besides the basic Form 1040.
In those cases, a program like the Tax
Advantage from Continental is a better
choice, although close to three times the
list price of Tax Command. Remember,
you get what you pay for. D
With his B.S., M.S. and Ph.D. degrees
in chemistry, KarJ E. Wiegers is a Sen-
ior Research Chemist at Eastman Kodak
Company. He has worked with main-
frame and microcomputers for fourteen
years and has written for several com-
puter magazines, with a number of ap-
plications programs pubh'shed.
WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE
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SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEMENT 810 or 1050 version witii the HAPPY BACKUP PROGRAM
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Price includes shipping by air mail to U.S.A. and Canada, Foreign orders add $10.00 and send an international money order payable through 'a
U.S.A. bank. California orders add $15.25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require
2-3 weeks to clear. Cash COD available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other
ATARI compatible drives coming soon, call for information. Specify 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT,
Please specify -H model for all 810 disk drives purchased new after February 1982, call for help in 810 ENHANCEMENT model selection. Dealers
now throughout the world, call for the number of the dealer closest to you. ATARI is a registered nadcmarli of Aiari Compuicr inc.
HAPPY COMPUTERS, INC.
p. O. Box 1268
Morgan Hill, California 95037
(408) 779-3830
CIRCLE #120 ON READER SERVICE CARD
ANALOG COMPUTING
MAY 1985 / PAGE 67
New LOW Price - complete!
INDUS GT
$249.95
OKIMATE 10 $149.95
MPP MICROPRINT $49.95
MPPUSO $58.95
MPP 1000E MODEM $118.95
VCLKSMODEM 12 $229.95
KOALA PAD $59.95
BASIC XL $59.95
THE WRITER'S TOOL $79.95
SYNFILE or SYNCALC $39.95
HOMEPAK $34.95
MINER 2049ER $9.95
BOUNTY BOB STRIKES BACK .... $29.95
BANK STREET MUSICWRITER . . . $59.95
CRUSADE IN EUROPE $29.95
DECISION IN THE DESERT $29.95
F-15 STRIKE EAGLE $22.95
AIR RESCUE I $22.95
ULTIMA III $37.95
RETURN OF HERACLES $24.95
UNIVERSE $69.95
WOMBATS I (parody adventure) . $22.95
BOOK OF ADVENTURE GAMES. $17.95
INFOCOM HINT BOOKS $6.95
Please add S2.50 shipping (S4.50 outside USA)
California residents add 6%.
COMPUTER GAMES +
Box 6144
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(714) 639-8189. i
CIRCLE #121 ON READER SERVICE CARD
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Fast, Reliable Repair
for Atari 810 & 1050
Disk Drives
■ 3 Day Turnaround
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Dealers — Special Rates Available
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CIRCLE #124 ON READER SERVICE CARD
LEISUREWftRE™
The new fttari-onlu
Magazine on disk.
(fitK multi-person
reviews, exciting
colunns on Action'^"
Basic and flssewfaly.
Tips for experts or
beginner. Why buy
old public doMain
software, when you
can get a disk with
new and original
software each and
every wonth. Each
great issue comes
on a two-sided disk
filled with sone of
the best software
around an* it cost
just SB per issue.
Try one issue, you
will love it! ROM
the Canadian Atari
Magazine is only S2
MM residents please
add tax plus Si for
shipping. Out of
state add S2 . Send
a SASE or call our
BBS for information
Lvailable only frow
ACTIVE COHPOTER
EttTERPRlSES
(5051 S24-1390
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Las Cruces HM 88004
CIRCLE #122 ON READER SERVICE CARD
ATARI HARDWARE / SOFTWARE
810 Disk Drives $265 (7)
810 Disk Drive Kits $240 (7)
810 Happy Enhancement $185 (4)
1050 Happy Enhancement $185 (4)
810 Analog Upgrade Kit $ 37 (3)
850 Interface Module $125 (7)
Atari 800 Computer Kits
48K Electronics $100 (7)
Atari 400 Computer Kit $ 47 (5)
800 OS lOK ROM 'B' Board $ 17 (2)
CPU 'GTIA- Board $ 18 (2)
16K Memory Board $ 19 (2)
400/800/810/850 Power Adapter $ 15 (3)
I/O Data Cable, 6' $ 12 (2)
13 pin I/O Plug Kit (cable end) $ 3 (1)
13 pin 1/0 Jack (Port) $ 3 (1)
Atari Joystick (standard) $ 5 (2)
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All types of other boards and parts are available!
Atari Microsoft Basic II
Cartridge w/manual $ 27 (3)
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Atari Assembler/Editor Cart. Kit $ 15 (3)
Ordering Information; All boards listed are complete
with all parts and are fully guaranteed. UPS shipping
charges are shown in brackets next to the price. Ship-
ping charges must be included with all orders. Orders
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Post Office Box 3233
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Sales Office: 890 Monterey Street
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LOW COST
HOME SOFTWARE
GIVE YOUR COMPUTER SOMETHING
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HOME OFFICE
Word Processor
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RECREATION
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Color War
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UTILITIES
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Includes instructions & documentation.
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All 4 for 29.95 U.S. Delivery
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MISTY MOUNTAIN SOFTWARE
P.O.BOX 523
LITTLETON , CO 80162
CIRCLE #123 ON READER SERVICE CARD
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CIRCLE #125 ON READER SERVICE CARD
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• Use on or off computer
Now available for:
ATARIWRITER-
Beginning BASIC
(with Error Codes)
Only $8.95 ea. postpaid
(NY residents add sales tax)
'Trademark of Alan Corp.
Handi Publishing Inc.
P.O. Box 453
Ardsley, NY 10502
CIRCLE #126 ON READER SERVICE CARD
PANAK
STRIKES!
Reviews of the latest
softivare
by Steve Panak
I just finished my latest battery of
games. As so often before, they were slid
under the giant wooden door, alongside
some lukewarm water and black, moldy
bread. It's very cold here. . .dark and
damp. But at least now I get some light,
even if only from the cathode ray tube
implanted in the dank dungeon wall.
Sometimes I think I see things in the
pitch black emptiness of my cell. The
tube is so much less terrifying.
REALM OF IMPOSSIBILITY
by Mike Edwards
ELECTRONIC ARTS
2755 Campus Drive
San Mateo, CA 94403
48K Disk $35.00
Did you ever have a nightmare where
you were running from a terror so blood-
curdling that your frenzied mind would
not allow it around that last corner?
Well, I have, when I'm lucky. The Realm
of Impossibility is a return to those hap-
pier times, but it is merciless, allowing
your antagonist — much to your horror
— around that last bend.
The evil cleric Wistrik has stolen the
seven crowns of the Middle Kingdom,
hiding them in his vast network of dun-
geons. As you may now have surmised,
you must set foot in the caves, face the
peril, find the crowns, and flee with
your Ufe (and don't forget the crowns).
At the start of a
romrd, you enter any
of 13 dungeons. Sortie
ai'e locked and cannot be
entered without the key
secreted in another While
129 rooms may sound im-
pressive, the dmigeons them-
selves are similar, and after the
first couple, there are few sur
prises. It's just in and (if you can
survive) out. Also disappointin
was the predictability. The dimgeons
did not form a maze, having only one
obvious way in and out. I could never
get lost, one of my favorite nightmares.
Indeed, the action is fast and furious,
and you're never able to stop and catch
your breath. Just run, run, run; drop-
ping crosses to repel the evil creatures
chasing you. Like vampires, they ai'e un-
able to pass over the crosses; but, alas,
the crosses evaporate in only four sec-
onds, so hurry.
You also have, from infrequent time
to time, one of three spells to thwart
your antagonists. CONFUSE won't help
you much, but PROTECT and FREEZE
are mighty effective. That's if you can
successfully cast the spell.
Your problem is that you must be per-
fectly immobile to cast your spell, and
in this game you can't afford to stand
still loo often, or for very long. If you
don't believe me, just ask the spider
who is stomping on your still and
lifeless body. However, this wasn't
my only difficulty with Realm.
I wanted to zap those zombies
and slaughter those spiders. Lay-
ing down crosses and rumiing was
just too good for them. I wanted a weap-
on. A rapid fire laser cannon. Anything.
Probably the similarity to Bezerk got to
me. The spells were impotent. I was
never able to destroy my adversaries —
my best hope was a temporary escape
from their relentless attacks.
The one-player game is standard fare,
but the two-player mode has a few sur-
prises. You and your partner must co-
operate, rather than oppose each other
To make it more entertaining, only to-
gether can you leave the dungeon, and
trying to leave your former friend be-
hind will only strand you at an invisible
barrier, where you'll quickly be sur-
rounded by spiders.
ANALOG COMPUTING
MAY 1985 / PAGE 69
53
PANAK STRIKES! co,rtmued
These spiders have only one thing on
their minds. . .and it's not your heaUh.
When this happens, wait for your com-
panion — or dash back and revive him,
if dead — then, perhaps, you can both
escape, but I doubt it. Four levels of dif-
ficulty keep the challenge fresh.
Realm of Impossibility.
There is no manual; instead, a pre-
game option displays the instructions on
the screen. Using the space bar, you
page through them at your leisure. This
will work nicely, but I still missed the
superb instruction manual I'm used to
from Electronic Arts. Just another dis-
appointment in the Realm.
So, while the Realm of Impossibility
fails on many levels, it is still not bad
enough to make me lose faith in Elec-
tronic Arts. But I cannot recormnend it
sight unseen, like so many of their oth-
er offerings. The Realm is a fair game
from a fine company.
THE SCROLLS OF ABADON
by Frank Cohen
ACCESS SOFTWARE, INC.
925 East 900 South
Salt Lake City, UT 84105
48K Disk $34.95
The Scrolls of Abadon contain spells,
but you'll need more than magic to suc-
cessfully master this new machine lan-
guage mediocrity.
Not that Abadon is the worst game
that I've ever seen. It's just tliat it re-
trashes some familiar themes which I
hoped I'd seen the last of.
Abadon's creator, Frank Cohen, is not
completely unknown to me. He authored
a game (Cohen's Towers) imder the Data-
most label, which, unfortunately, fell
into my hands a few months back. Not
even intense psychotherapy could return
me to normalcy after that one. And, al-
though Abadon has not cured him of
lack of originality, it does at least prove
him capable of producing a visually in-
teresting product.
In the world of Abadon, the Wizard
transports you onto the game grid and
curses you with the task of collecting
the four pieces of his magic amulet. The
game is basically a variation on the Pac-
Man theme, which I never did find very
appetizing. The twist is that gathering
up a gem leaves an arrow in its place,
an arrow that, later, cannot be passed
over in the wrong direction. This is re-
ferred to as the "Rule of the Arrows" and
makes it child's play to trap yourself in
a corner with a hideous creature. When
this happens, there is only one hope: a
spell.
Scattered throughout the grids you'll
find scrolls containing spells to change
some condition of the game, giving you
an advantage. For example, the WALK
spell allows you to cross over the arrows
in the wrong direction, while the ICE
spell freezes your foes in their tracks.
1 Mora nmuiciti
The Scrolls of Abadon.
However, spell is limited in duration
or number of uses. Casting the spells is
difficult; you must abandon the joystick
and type the name from the keyboard,
a clumsy task. I could rarely get the
spells off i'ast enough to survive.
Although the outer packaging states
"Full instruction manual included," the
manual itself is little more than a slip
of paper. But the pamphlet does let you
quickly start playing the game, and that
is the important factor. The backgroimd
story is best ignored.
Visually, the game is interesting and
reminiscent of Zaxxon. The field is con-
stantly scrolling, displaying only a por-
tion of the current grid at any one time.
A peculiar sound accompanies the ar-
rival of one of your enemies, and if you
don't pay attention, one of them is like-
ly to drop in right on top of you. You are
trapped on the game grid until you've
collected all the gems, whereupon a
power disk will appear to carry you on
to the next screen. Once you've obtained
the four amulets, you may move on to
the next level. Tapping the space bar
shows an overhead view of the grids
completed, allowing you to plan future
strategy.
Overall, the Scrolls of Abadon is an
interesting game which you can play for
a fair amount of time before mastering,
the main problem being that there is lit-
tle motivation to do so.
BEACH-HEAD
by Bruce Carver
ACCESS SOFTWARE, INC.
925 East 900 South
Salt Lake City, UT 94105
48K Disk $34.95
Beach-Head is billed as the ultimate
war game, and is also self-proclaimed
as destined to be a video game classic.
Although this boast goes unfulfilled,
Beach-Head is a bit more original than
Abadon — a good starting point for any
game. Unfortunately, Beach-Head goes
little further and falls fai' short of the fin-
ish line.
The war is comprised of a number of
battles utilizing air, sea and land forces.
You pass through multiple screens on
your way to the final conflict.
In the Aerial Recomiaisance phase,
you are shown an overhead map of the
enemy territory. At this point, you de-
cide upon either a sneak attack or a full
frontal assault.
Beach-Head.
While the sneak attack catches the en-
emy by surprise, you must navigate a
heavily- mined, narrow chamiel to circle
the enemy, and this strategy usually
costs you a few ships. However, chanc-
ing the channel will lessen the number
of enemy crafts you must battle in the
following phase.
In the second stage, you battle enemy
fighter squadrons, while moving back
PAGE 70 /MAY 1985
ANALOG COMPUTING
Ei
PANAK STRIKES! comu^ed
and forth and controlling range of fire
with the joystick. The problem here is
getting used to three-dimensional bat-
tle. Once you do get used to it, you will
advance to the next stage.
Enemy battleships and cruisers are
now attacking, and control is similar to
the last stage, except that you lob your
bombs at the enemy, mortar style. A
readout shows you how far you over- or
undershot your enemy, the trick being
to home in — in time. Succeed and you
will be ready to land.
Land your tanks on the beach and
fight your way through the island de-
fenses to the fortress of Kuhn-Lin. The
road is lined with mines, bunkers, and
enemy tanks, so only a few of your tanks
will reach their final destination.
Kuhn-Lin. The fortress must be hit by
ten shells, in the right order, before it
will fall. Here, you'll need all your boot
camp training to survive. Once the huge
defense cannon gets you in its sights, it's
curtains — it never misses. The more
tanks you get through, the better your
chances are.
But, although the format seems great,
the complexity seems to breed some
rather unpleasant side effects. The joy-
stick is sluggish, and not only because
I use the old Atari CX80. No, sometimes,
particularly on the second stage, it con-
trols like a BASIC game — slow and frus-
trating.
Graphics are also far below average,
wasting the power of your Atari. The in-
struction pamphlet does describe the
game adequately, but is as exciting as a
mess hall meat loaf recipe. Much time
is spent waiting for the disk to load new
information into the memory, and some
of these loads were so slow I thought the
program had crashed.
In fact, the entire game is lacking in
overall quality, to such an extent that its
originality cannot compensate. Beach-
Head would be best suited to burial at
SPY VS SPY
by Mike Riedel
FIRST STAR SOFTWARE
18 East 41st Street
New York, NY 10017
48K Disk $29.95
This game is the official video version
of MAD magazine's "Spy vs Spy" fea-
ture. Thus, to understand Spy vs Spy,
you have to miderstand MAD magazine,
which is quite a task in and of itself.
While I'm not sure whether I should
admit that, on occasion, I have not only
understood but also enjoyed MAD, I am
sure that those -won don't understand
MAD are much more likely to enjoy this
game — because, as we all have learned
by now, few artistic achievements sur-
vive the translation to another medium.
The video version places the distinc-
tive black and white spys onto your dis-
play, utilizing a process called Simul-
vision. Using a split screen, the two
spies Simulplay at the same time, white
on top, black on bottom. Your mission
is to escape the embassy with the top
secret briefcase.
Spy vs Spy.
As each spy moves through the build-
ing independently, each display shows
a three-dimensional view of each spy's
current room. Moving with the joystick,
you search the room for needed items.
Using the Trapulator, you can set and
defuse traps, as well as generally keep
track of your progress. The Trapulator
is simply a visual icon menu located to
the right of each spy's room display. Us-
ing an arrow controlled by the joystick,
you make selections of traps, remedies,
or a map of the complex.
The fun begins when both spies oc-
cupy the same room. Both spies appear
on one display and battle with clubs (or
run, depending on your courage).
Before you begin play, you choose a
difficulty level, which sets both the
number of rooms in the embassy and a
time limit. The embassy varies from six
to seventy-two rooms, sometimes on
multilevels. You can also choose wheth-
er to have the exit door hidden until the
end, or marked throughout play.
However, your most important choice
is whom you choose as your opponent.
If you choose the computer as your ad-
versary, while you can set its IQ from
imbecile to genius, the resulting play is
the usual video fare — basically a hunt
and hide-and-seek game with little ex-
citement. This game cannot be recom-
mended.
But, when two play, the program be-
comes more enjoyable. It's a MADcap
mission, with the other spy taking on
the personality of your soon-to-be-ex-
friend. It becomes a fight between two
old enemies, both aware of the other's
strengths and weaknesses. Will he fight
or run? Where would he be most likely
to hide that bomb? The tension is oft-
times MADdening.
However, there are drawbacks. Due to
the fact that the potential display size is
halved, thanks to Simulvision, resolu-
tion is below average, and some smaller
objects are tough to distinguish.
The rules of play are complex, and
time must be invested to learn them.
Also, while control is good in hand-to-
hand combat, it takes a long time to
learn to efficiently set traps and defuse
them . . .often, the game simply becomes
one of "chase and fight," rather than one
of stealth, cunning and trickery — the
true essence of Spy vs Spy.
The manual fully and completely des-
cribes game play, but, while trying to
duplicate the spirit of the magazine, it
fails to achieve the requisite level of
iVIADness.
So, as a one-player game, Spy vs Spy
cannot be recommended, but, when two
play, it becomes a game combining both
fast reflexes and a little insight and strat-
egy, rising from a poor game to a fair
one.
THE SERPENT'S STAR
by Jeff Johanningman
BRODERBUND
17 Paul Drive
San Rafael, CA 94903
48K Disk $39.95
The Serpent's Star returned me to the
world of graphic adventure, a genre that
combines puzzle solving with colorful,
high-resolution graphics, whisking the
player away to strange new worlds.
Almost two years ago I tackled my
last graphic adventure, S.A.G.A.'s Ad-
venture, and since then I have chosen
Infocom exclusively for my adventures.
Happily, during my abstinence, they've
begun to rectify some of the problems
inherent in games of this type — some,
but not all.
You, as Mac Steele, Archeologist and
Finder of Lost Treasures, have discov-
ered that, after months of searching, the
sacred scrolls were to be in your hands
for only a night before being stolen again
ANALOG COMPUTING
MAY 1985 / PAGE 71
53
2 PANAK STRIKES! continued
. . . But not before a partial translation
revealed to you the existence of the Ser-
pent's Star, a miraculous gem which be-
stows upon its owner immortality, as
well as great monetary potential.
So you set out, again, in search of the
scrolls, which rumor places in a glass
case in a sacred monastery. After find-
ing the scrolls, completing the transla-
tion will lead you to your final goal, the
Serpent's Star — but only after solving
riddles and avoiding a premature termi-
nation of the game, and your life.
When graphics are used to enhance
an adventure, a number of distinctive
problems arise. Plot and character de-
velopment are subordinated to colorful
images; long disk loads slow play; the
simplicity of the game (usually only a
search for items, rather than an inte-
grated story with places to go, people to
meet and worlds to conquer) makes for
boring play.
Fortunately, Star has remedied some
of these deficiencies. First, while the
lengthy disk loads are necessary, usually
many images are loaded at once, lessen-
ing the total loads and allowing rapid
successions of images to flash on the
screen.
Vau ara »« xna iim-n caram i
ri>a roan Is ■Hi'tii aiicBpt for an
aid Man and ■ fallaii Haitarncp.
atK>-
Serpent's Star.
Star has also improved its program to
allow use of more complete sentences
than simple subject/verb commands. It
accepts subject/verb/object commands,
as well as strings of commands. Still,
while this is certainly an improvement
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27128, 2532; EEPROiVI types: 281 6A, CGGO-CFFF space. $26
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Send check or money order to:
THOMPSON £LECTRONlCS
1074 Kensington Ave., Suite 188,
Buffalo, NY 14215
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Atari is a trademark of Atari, Inc.
PROBUHNEFl
USERS MANUAL.
THOMPSON ELECTRONICS
over Adventure, the program structure
comes nowhere near the complexity of
an Infocom adventure. Also, some com-
mands which should work, according to
the manual, simply don't.
Finally, although the game does have
a plot, it isn't much more than the usu-
al search plot. It's true that there are rid-
dles to solve and people to meet, but the
riddles aren't very challenging, and the
people are less than two dimensional.
The manual explains all versions of
the game for the various systems (Apple,
Atauri, and so forth). While allowing you
to start play, and answering some of the
basic questions, it lacks depth and sup-
plies little background story or helpful
hints.
Call the exterminator! The program is
full of bugs, probably due to inadequate
testing. There isn't room to mention all
the bugs I found, but they are both an-
noying and deadly.
Some commands cause objects in
your possession to be dropped, and of-
ten you cannot exit a certain position —
the program tells you that it doesn't even
recognize RESTART GAME, a very im-
portant express command. When this
happens, you must reboot the game and
start anew.
So, while Serpent's Star shows great
improvement in the graphic adventure,
it is still not enough to win me back
from Infocom. However, if colorful im-
ages are more important to you than
strong plot and characters, then the Ser-
pent's Star is for you.
Well, that just about rounds it up for
this time, but before I power down, I'd
like to thank Perfect Computers of Niles,
Ohio for their assistance in the creation
of this article. D
Steve Panak is a banking computer
operator and free-lance writer Jiving in
northeastern Ohio. He holds a B. S. in
B.A. and currently attends Jaiv school,
where he develops sojXvjQTe to teach
complex lege) concepts. In his spare
time, he enjoys computer games.
CIRCLE #127 ON READER SERVICE CARD
PAGE 72 / MAY 1985
ANALOG COMPUTING
iOIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIH^
IIIIIIJIIIIIII
1 ATARI
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AT. . .COMPUTER CREATIONS
ATARI HARDWARE
'■ COMPUTERS
■Atari 800 XL CALL
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COMPUTERS
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I Indus GT (Free Software)
] Astra 2001
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: 810 and 1050 Drives
DISK DRIVES
CALL Atari SF 324 (3V:
FOR Atari SF 364 (3V;
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■ floppy disl< 250K1
' floppy disl< 500K)
liarddisk 10 IvIB)
= PRINTERS
= Atari XTM 201 (Non-impact
- Dot lulatrix 20 OPS)
^ Atari XTC 201 (Color, non-
- impact Dot fvlatrix
E 20CPS)
= Atari XDM 121 (Daisy Wtieel
E Letter Quality 12 CPS) CALL
Z Atari Xlvllvl 801 (Dot (vlalrix,
^ impact 80 CPS) FOR
Z Atari 1 025 (Dot fvlatrix, Impact
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: Atari ST 504 (Color Dot Matrix, PRICES
Z non-Impact 50 CPS)
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E STAR MICRONICS PRINTERS
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: Epson RX-80-1- (80 column 249.00
; Epson RX-80-f FT (80 column) ... 31 9.00
: Epson FX-80-1- (80 column) 429.00
: Epson Rx 100-1- (135 column) ... 419.00
: PRINTER INTERFACE CABLES
I fvlPP-Microprint 47
;MPP-1 150 Parallel Printer
Z Interface 57
1 fvlicrobits fvlicrostufter 1 07
: PRINTER RIBBONS
2 Gemini Printers (Biacl^Biue/
: Red/Purpie) 3
- Epson Printers 7
: OTHER HARDWARE
I Atari 1010 Program Recorder 44
; Atari 0X77 Touch Tablet CALL
: Atari Light Pen CALL
: Microbits64K(600XL)
; Expansion 59
: Ram Rod XL w/ Omnimon
I for 800 XL 99.00
; Omniview for 800 XL 49
: B.I. 80 Column Display Adaptor .... CALL
MONITORS (Free cable Included)
Atari XC 141 (14" Composite
Color)
Atari Xfyl 148(12" CALL
Monochrome, 80 column, FOR
low resolution) PRICES
Atari SM 124(12"
Monochrome, 80 column,
high resolution)
Atari SC 1 224 (1 2" RGB Color)
Sanyo 12" Green Screen 79
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Sanyo Color Screen, 13" 209
Sanyo 9" Green Screen 69
Monitor Cable 9
Teknika 13" Color 209
MODEMS
Atari 1030 Direct 300 Band
Connect CALL
Atari XM 301 Direct FOR
Connect 300 Band PRICES
MPP-IOOOE Modem 114
Signalman Mark XII Modem with
R-Verter 299
Mark X with R-Verter 1 69
CompuServe Starter Kit 24
DISKETTE/CARTRIDGE/
CASSETTE FILES
Flip'l^' File 10 4
Flip'N' File 15 7
SOFTWARE
ATARI
Logo(R) 62
Prog. 1, 2 or3(C| 18
Assembler Editor (R) 27
Macroassembler (D) 19
Microsoft Basic II (R) 45
Basic Cart. (R) 5
AlariWriter(R) 31
Family Finances (D) 18
Home Filing Mgr. (D) 21
Teielink I (R) 21
Visicalc(D) 39
Juggles House (C/D) 16
Mickey in Great Outdoors (D) 21
Skywriter (R) 16
Atari Music i or II 18
Speed Reading 27
Conv. Languages (ea.) 21
GENERIC DISKS AT FANTASTIC PRICES!
GENERIC DISKS AS LOW AS 94<tes.
Generic 100% Defect-Free/Guaranteed.
Includes sleeves, labels, write protect tabs, reinforced hub rings, lifetime
warranty. (2 boxes minimum)
SS/SD
DISKETTES 2 boxes 11.99
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10 per box 10-fboxes 9.40
• • DEALER INQUIRIES INVITED • *
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13.99
15.99
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Video Easel 18
Type Attack 16
Asteroids 10
States & Capitals 3
Ms. Pac-Man 29
Joust 29
Dig Dug 29
JungieHunt 14
Donkey Kong 29
Eastern Front 10
Robotron 29
EPYX
Dragonriders of Pern (D) 25
Summer Games 25
Pitstop II (D) 25
Ballblazer(D) 25
Rescue on Fractaius (D) 25
Temple of Apshai (D) 23
ACCESS
Beach Head(D) 23
Beach Head II (D) 23
Raid Over Moscow (D) 26
ACTIVISION
Decathalon (R) 19
Pitfall ll(R) 19
Space Shuttle (R) 19
Ghost Busters (D) 21
AMERICAN EDUCATIONAL
Spelling Grades 2 thru 8 (D) 15
Reading Comprehension (D) ... . 19
BATTERIES INCLUDED
Paperclip (D) 59
BRODERBUNO Home Pak
Printship (D) 29
Spelunker (D) 19
Stealth (D) 19
Whistler's Brother (D) 19
CBS
Call for items and prices
CONTINENTAL
Home Accountant (D) 44
DATASOFT
Bruce Lee 23
Dallas Quest 19
Conan 25
Letter Wizard w/spelier 47
ELECTRONIC ARTS
Archon (D) 29
Pinbail Construction (D) 29
M.U.L.E.(D) 29
Murder/Zinderneuf (D) 29
One on One (D) 29
Archon ii (D) 29
Music Construction (D) 29;
Realm/impossibility (D) 29 ;
Hard Hat Mack 25 :
AXIS Assasin 25 '
INFOCOM
Cut Throats (D) 23 ^
Deadline (D) 29 ■
Enchanter (D) 23 1
Hitchhiker's Guide to -
the Galaxy (D) 23 "
infidel (D) 26 :
Pianellaii(D) 23 ^
Sea Stalker (D) 23 ;
Sorcerer (D) 26 I
Starcross(D) 29-
Suspect (D) 29 ;
Suspended (D) 29:
Witness (D) 23 -
Zork 1(D) 23 ;
Zork 11 or III (D) 26 :
Invisiclues Hint Books 7 '
MICROPROSE :
F-1 5 Strike Eagle (D) 21 :
Mig Alley Ace (D) 21 ^
Solo Flight (D) 21 :
OSS ;
Action (R) 57 ;
Action Tool Kit (D) 251
Basic XL (R) 57 I
DOS XL (D) 25;
MAC/65 (R) 59 1
MAC/65 Tool Kit (D) 25 I
ORIGIN :
Ultima III (D) 39:
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Net Worth 49 Z
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Ultima I 23 z
Ultima 11 39 Z
SPINNAKER :
Call for items and prices z
SYNAPSE Z
Quasimodo 15-
AlleyCat 15 Z
Syn-File + 35 Z
Syn-Calc 35 E
Syn-Trend 35 Z
Syn-Comm 25 —
Syn-Stock 25 E
TRONIX E
S.A.M 39 Z
Chatterbee 25 -
To order caU TOLL FREE
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For information call: (513) 294-2002 (Or to order in Ohio)
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Call loll free number to verify prices and availability of product. Actual freight will be charged on ail hardware. Software and accessories add $3.00 shipping and handling in
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CIRCLE #128 ON READER SERVICE CARD
IT?
Ml Lowest Price In The USA !
atI^i Computer System Sale
• Students • Word Processing • Home • Business
$449
LOOK AT ALL YOU GET FOR ONLY *r ^^ ^
SYSTEM PRICE
©Atari 800XL 64K Computer
(D Atari 1050 127K Disk Drive
©Atari 1027 Letter Quality 20 CPS Printer
Atari Writer Word Processer
Atari BASIC Tutorial Manual
LIST PRICE
$299.00
399.00
399.00
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16.95
INDIVIDUAL
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$109°°
189°°
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'; Monitors sold separetly.
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CIRCLE #129 ON READER SERVICE CARD
FANTASTIC PRINTER
^24'' SALE!! ^24''
Cammadare 64 — VIC 20 — A tart
-^ 40 And 80 Column Printers 1^ Up To 100 Characters Per Second i^ Full Graphics Capability
^ Upper And Lower Case i^ Advanced Thermal Technology For Quiet Operation
3150 Alphacom 81-100 CPS 80 Column Printer
Now you can hove a printer for the cost of a
large box of paper. This printer prints in upper
and lower case with true lower descenders.
Comes with 1 roll of paper and power adapter.
With the intelligent interfaces (sold below) you
can do Ascii graphics as well as Atari or
Commodore graphics. Plus you can do
underlining and expanded modes. Print out
pictures, program listings, word processing
pages, etc. Perfect for the student or
homeowner. List $199.00. Sale $39.95.
80 Column Extra Paper LIST SALE
3153 40 Meter Rolls Blue S14.95 $3.95
3154 40 Meter Rolls Black $19.95 $4.95
3155 25 Meter Rolls Blue (2 per pkg.) $19.95 $7.95
3156 25 Meter Rolls Black (2 per pkg.) $19.95 $8.95
3100 Alphacom 42-80 CPS 40 Column Printer
Print out listings with full computer character
sets (interface required, see below). Print in
upper and lower case. Comes with a roll of
paper and all power adapters needed. Perfect
for a spare printer or program lister. List $99.00.
Sale $24.95.
40 Column Extra Paper LIST SALE
3103 25Meter Rolls Blue $9.95 $3.00
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3106 25 Meter Rolls Blue (2 per pkg.) $19.95 $5.95
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3101 Intelligent Commodore Interface — Allows you to
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program listings, allows software screen dumps, etc.
Includes Commodore graphics and reverse characters.
(Specify 40 or 80 Column) List $59.95.
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program listings, allows software screen dumps, etc.
Includes Atari graphics and reverse characters. (Specify 40
or 80 Column) List $59.95.
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CIRCLE #129 ON READER SERVICE CARD
16K Cassette or
24K Disk
HOME USE
IlilBI
Loan Shark
A payment calculator
for home use
by Marty Schmidt
Almost everyone has. at one
time or another, borrowed money.
Loan Shark will enable you to calculate
what the payments would be. "Big deal," you
say, "Those programs are a dime a dozen."
Maybe so. Loan Shark, however, does more. A loan
has four variables. They are: principal, interest rate,
number of payments and payment amount. This pro-
gram will compute any of them for you if you enter
the other three.
Also, if you enter all four items, the remaining bal-
ance (or balloon payment) will be displayed. Each
time you enter a set of data, all four items and the
total interest paid will be displayed on the same line
under their respective column headings. You can try
many different combinations and compare results,
since all data will remain on the screen.
Using Loan Shiarlt.
To use the program, simply enter the values as they
are requested at the bottom of the screen. Press RE-
TURN without an entry to skip the unknown item.
When entering the principal and number of payments
data, you can enter two values separated by a plus,
minus, multiplication or division sign.
This can save time, as you can enter the numbe]-
of years times twelve for the number of payments.
without having to figure it
out in advance. It's very handy
when using data with a long re-
payment schedule [a home loan).
You can enter the original amount
minus the down payment when you are
prompted for the principal, another time-
saver.
In the unlikely event that you should fill the
screen and then enter more data, you will receive
a prompt to turn your printer on, if you have one —
or else copy the numbers you want to save. When
you proceed, the screen will clear. If you do have
a printer, the column headings and all data will be
printed. The data can be printed at any time by en-
tering P when prompted for the principal or num-
ber of payments.
The program.
The colors for the display were generated using
PAGE 76/ MAY 1985
ANALOG COMPUTING
Richard Kalagher's Multiple Screen
Generator (in ANALOG Com-
puting's issue 12).
Loan Shark uses graph-
ics with a text win-
dow. To employ this
technique, first open
a chaimel to write
to the screen (OPEN
#6,8,0,"S:"J, then you can POKE 703,4. When you
print to the upper twenty hues, use a PRINT #6 com-
mand. The top hnes will not scroll with the bottom
four lines, but will remain on the screen. The text
window can then be used for input prompts and other
instructions, and cleared with a simple clear screen
command.
Following are three subroutines from this program
which can, with minor changes, be incorporated into
your programs.
1. (Lines 90-210) Format
output, similar to a PRINT
USING command in some
BASICS.
Before the subroutine is
called, set PIC$ equal to the
format you want. Put the deci-
mal point where you wish and include a dollar sign
and/or trailing zeros, if desired. Set NU equal to the
number you want formatted. Call the subroutine and
PRINT FRMS (Lines 870-960). Your number will be
rounded to the number of places to the right of the
decimal in PIC$ and trailing zeros will be added if
you included them in PIC$.
Using this subroutine, you can right justify, add
trailing zeros, round off and include any special
characters, all in one step. This is the most versatile
formatting routine I have seen for the Atari.
2. (Lines 230-340) Two number input.
The BASIC on my pocket computer enables me to
enter a series of numbers separated by arithmetic
operators, all in one step. For instance, you can en-
ter 247-119, and the value 128 will be entered. Atari
BASIC does not allow this, so I wrote a simple
subroutine enabling entry of a sign ( + , - , *, /) be-
tween two numbers. You input to Q$, call the subrou-
tine, and the variable X contains the result.
This subroutine, as used here, also checks for the
ANALOG COMPUTING
MAY 1985/ PAGE 77
ililii Loan Shark continued
print (P] and quit (Q) commands. Since it's used
only when entering the principal and number of
payments, the print and quit commands will
only be recognized when entering these values.
3. (Lines 1040-1140) Graphics screen dump.
This subroutine creates TEXT$ from a screen
line, character by character. The outer FOR-NEXT
loop contains the rows to be read, and the inner
loop reads the columns. The column and row
values can be changed so only part of the screen
is sent to the printer. The inverse control T char-
acters in Line 1100 are to underline the headings
using a C.Itoh Prowriter. If you have a different
printer, this character may have to be changed
accordingly.
Here's a brief outline of the Loan Shark program.
Lines 90-210 — Right justify output and add
trailing zeros.
Lines 230-340 — Allow two-number input,
separated by +, -, *, or /.
Line 360 — Compute payment.
DRAPER PASCAL
For the Atari 400/800 or XL series computers
• Many features from botfi UCSD and ISO standard Pascals
plus many extensions such as sound and graptiics, to make
use of tfie versatile Atari fiardware.
• Character, String, Integer, Real, Boolean, and File data types
supported.
• Single dimension arrays for all data types other than File.
• Only one disk drive (and 48K RAM) are required. Multiple, and
double density disk drives are supported.
• Includes Editor program (Pascal source included) to create,
modify, and print Pascal source files, or other text type files.
• Includes Main Menu program (Pascal source Included) for
easy selection of Compiler, Editor, or utility functions, such as
directory or file listing. Main Menu program may be replaced
with a user written program to create a turnkey operation.
• Easy to use. No linking required. Compile and execute im-
mediately.
• Comprehensive user manual included. Complete examples
and BASIC equivalents given for each reserved word.
• Machine language subroutines may be loaded and called.
• No limit on source program size. "Include" files supported.
• Execution debugging features include Instruction trace and
stack display.
• One pass compiler generates pcode directly.
• Program chaining is supported.
• Royalty free license included.
• Bugs fixed free, if encountered.
• Backup diskette now included.
• Includes sample programs.
• Satisfaction guaranteed. Return within 30 days if not satisfied.
• Price: $64.95 (NEW LOW PRICE)
To Order: Visa/Mastercard, check, money order, and COD accepted It charge, please
include expiration date ol card. Add $2.IX lor shipping and handling. Add $1.65 lor COD
orders. Mail and phone orders accepted. Phone answered 24 hours Monday through
Saturday Same or next business day shipping on most orders. Immediate shipping on
check orders. No wait lor check clearance required.
Dealer Inquiries Invited
DRAPER SOFTWARE 307 Forest Grove Richardson. Texas 75080 (214)699-9743
Atari is a trademark of Atari. Inc
CIRCLE #130 ON READER SERVICE CARD
Lines 370-400 — Print heading and instruc-
tion lines.
Line 410 — Start of main program.
Lines 440-590 — Input data.
Line 610 — Compute principal.
Lines 650-730 — Compute interest rate using
trial and error method.
Line 750 — Compute number of payments.
Line 810 — Compute balloon payment.
Line 830 — Compute total interest.
Lines 860-1020 — Print data to the screen.
Lines 1040-1140 — Print screen to printer.
Lines 1150-1220 — Prompts to turn printer on
or copy data to avoid loss.
Lines 1230-1260 — Clear screen of data.
Lines 1280-1520 — Screen color generator.
There you are. I hope Loan Shark helps you stay
out of the hands of the Big Boys. D
Marty Schmidt has been a pattern maker by trade,
for twenty-one years. He's had an Atari 800 for the
past two and oiie-haJf years and has been using it
for family /inanciaJ and record-keeping purposes,
word processing and — let's not forget — entertain-
ment.
Listing 1.
BASIC listing.
50 REM KMMMKMKKMMlCmClCKllKmCMMMKK
51 REH * L0AN5HARK *
52 REM » BY »
53 REM « MARTY 5CHM1DT »
54 REM KMMmcmCltKMMMKldCKKKMMKWKM
80 OPEN tt6,8,K0,"5:":0PEH 1*2, 4 , K0,"5 :"
90 A=34:P0KE 559,K0:G05UB 30000: POKE 7
12, 186: POKE 559, A: GOTO 1000
95 REH FORMAT NUMBERS
100 FD=K0:FRMS=PICS
110 FOR J=l TO LENfFRM$3
120 IF FRMlfJ,J}="." THEN FD=LEHCFRMSJ
-J:G0T0 140
130 NEKT J
140 IF FD=KO THEM NUttS=5TR5 tINT f NU+0 .5
)] :G0T0 180
150 H=IHTC10AFD+0.5)
160 NU=INTCNU«H+0.5}/H
170 NUM:S=5TR$(NU}
180 FOR K=:l TO LEN(N1JM$}
190 IF II1JMS(K,K>="." THEN 210
280 NEKT K
210 FRM5 C J-K+l , J-K+LEN CNUM$) ) =NUM:$
220 RETURN
300 REM INPUT ROUTINE
310 FOR L=l TO LEN(Q$) :M=ASCCQ$(L,L)]
320 IF M=46 THEN 350
330 IF H=81 THEN POP : GRAPHICS Ke:POKE
82 2 : NEH
335 'if M=80 THEN TRAP 5300:G05UB 5010:
POP :G0T0 1840
340 IF M<48 OR H>57 THEN 370
350 NEKT L
360 X=UAL(Q:S) : RETURN
370 Y=VALtQSJ :Z=UAL C0$ (L+1 , LEN CQ$}} }
380 IF H=43 THEN K=Y+Z: RETURN
PAGE 78 /MAY 1985
ANALOG COMPUTING
aaa,
llili Loan Shark
continued
390 IF W=45 THEN X=Y-Z: RETURN
400 IF W=42 THEN X=V»Z: RETURN
410 IF U=47 THEN X=Y/Z: RETURN
490 REM FIGURE PAYMENT
580 TE5T= {P-B*C1+I) ^-N) / C CI- Cl+IJ a-M) /
1} : RETURN
600 POSITION KO,Ke:? «6;" PRINCIPAL
APR tt PAYMENT TOTAL INT" ;: RETURN
790 POSITION K0,19:? ttO; "RETURN TO SKI
P : P TO PRINT : TO QUIT"; : RETURN
1000 POKE 82, KO: POKE 703, 4: POKE 755, KO
:GOSUB 600:G0SUB 700
1010 DIM PIC5C15J ,FRM$C15),NUM$C15},Q$
C30),TEXT$C1000)
1030 REM INPUT DATA
1040 P=KO:0=Ke:N=KO:H=:Ke:TRAP 1300 :GOS
UB 700: POSITION K0,20:? "H PRINCI
PAL ";
1845 POKE 85, 20: INPUT Q$:IF OS-"" THEN
X=KO:GOTO 1060
1050 GOSUB 300
1060 P=X:B=KO
1070 TRAP 1080:? " ANNUAL X ";:P
OKE 85, 20: INPUT 0:1=0/1200
1080 TRAP 1300:? "NO. OF PAYMENTS ";:P
OKE 85, 20: INPUT Q$:IF 0$="" THEN X=KO:
GOTO 1180
1090 GOSUB 300
1108 n=x:trap 1208:? " payment
";:poke 85, 20: input M
1200 trap 1300:? "h":color 32:pl0t ko ,
19:draht0 39, 19: if p=ko then 1400
1218 if q=ko then 1500
1220 if n=ko then 1600
1230 if n=ko then 1700
1240 GOTO 1800
1300 ? "«► IMPROPER VALUE !":FOR 1=1
TO 400: NEXT I
1310 ? :? "► PLEASE TRY AGAIN. ":F0R I
=1 TO 400: NEXT I
1320 GOTO 1040
1390 REM FIGURE PRINCIPAL
1400 P=M» I (1- Cl+IJ '^-NJ /IJ + CB» Cl+IJ A-iij
1410 GOTO 1900
1490 REM FIGURE INTEREST RATE
1500 POKE 559,K0:Q=Q+l:I=Q/1200:G0SUB
500:IF TEST=M THEN POKE 559,A:G0T0 190
1510 IF TEST>M THEN 0=Q-1:G0T0 1530
1520 GOTO 1500
1530 Q=0+0.1:I=0/1200:G0SUB 500:IF TES
T=M THEN POKE 559, A: GOTO 1900
1540 IF TEST>M THEN 0=Q-0.1:G0T0 1560
1550 GOTO 1530
1560 0=0+0.01 :I=Q/1200:G0SUB 500:IF TE
ST>=M THEN POKE 559,A:G0T0 1900
1570 GOTO 1560
1590 REM FIGURE NUMBER OF PAYMENTS
1600 N=LOG C CM-I»BJ / CM-I*P J J /LOG Cl+IJ
1610 GOTO 1908
1700 GOSUB 500:M=TEST
1710 GOTO 1900
1800 B=CP-MKC1- Cl+IJ A-HJ/IJ/C Cl+IJ >^-NJ
1810 FLAG=1
1900 INT=M»N-CP-BJ
1990 REM PRINT DATA TO SCREEN
2808 LINE=LIHE+1:IF LINE> CIS- CFLAG=1J J
THEN GOSUB 5000 :LINE=KO : GOSUB 6080: GO
TO 2000
2805 POSITION KO ,LINE : PICS="S .0
0":NU=P:GOSUB 100
2010 ? tt6;FRH$;
2020 PICS = "| . 00" :NU=Q: GOSUB 100
2030 ? lt6;FRMS;
2040 PICS="( ":NU=N:G0SUB 100
2050 ? tte;FRM$;
2060 PIC5="|$ .00":NU=M:GOSUB 100
2070 ? tt6;FRM5;
2880 PICS="|S . 80" :NU=INT: GOSUB 10
2898 ? tt6;FRM$;
2100 IF FLAG=1 THEN 3088
2178 GOSUB 788: GOTO 1040
3008 FLAG=K8
3818 PICS="S . 88" :NU=B: GOSUB 188
3020 LINE=LINE+l:POSITION KO,LINE:? tt6
;"PAYOFF AMOUNT FOR ABOVE IS ";FRMS;
3848 GOTO 2178
4998 REM PRINT DATA TO PRINTER
5008 TRAP 5280
5818 POKE 54286, 64: FOR R0H=K8 TO 18:P0
SITION PEEKC82J,R0H
5020 FOR C0L=1 TO 40:GET tt2 , CHAR: TEXTS
CCOL , COL J =CHR$ CCHARJ
5030 NEXT COL:GET tt2,C0L
5035 IF TEXTS CI, 2J=" " THEN 5100
5040 LPRINT TEXTS
5845 IF R0H=K8 THEN LPRINT "tmillMtl
tT!lfllllT!llffHlllT!Ilf!!T fTT " : Vo l» s
858
5846 LPRINT
5858 NEXT ROH
5188 POKE 54286, 192: RETURN
5288 POSITION K0,19:? ItOj" PRESS
ANY KEY TO CONTINUE. ";
5205 POKE 54286,192:? "IS THERE IS N
PRINTER ON LINE!!":? " IF YOU PROCE
ED HITHOUT A PRINTER THE"
5218 ? " DATA NOH ON THE SCREEN HILL
BE LOST."
5220 OPEN «3,4,K0,"K:":GET tt3,KEY:CL0S
E tt3
5230 TRAP 5188: GOTO 5018
5388 POSITION K8,19:? tt6;" PRESS
ANY KEY TO CONTINUE.
5310 ? "H* TURN YOUR PRINTER ON
":? " IF YOU HANT THE ABOVE DATA PRI
NTED! !"
5328 POKE 54286, 192: GOTO 5220
6888 FOR R0H=1 TO 18
6010 COLOR 32:PL0T K8,ROM:DRAHT0 39, RO
6828 NEXT ROM
6030 RETURN
30008 REM INITIALIZE SCREEN
38005 RESTORE 30170: FOR N=Ke TO 99:REA
D X:POKE 1664+N,X:NEXT N
38018 C0LTAB=1712 : LUHTAB=C0LTAB+24
38814 X=USRC1693J
38830 P8KE 512,128
38848 POKE 513,6
38868 DSTART=PEEK C568J +256*PEEK C561 J
38870 FOR N=DSTART+6 TO DSTART+28
38888 POKE N,13e
38098 NEXT N
38188 POKE DSTART+3,194
38128 POKE 54286,192
38125 PRINT CHRSC125J
38148 POKE 718, PEEK CCOLTABJ
38158 POKE 709, PEEK CLUMTABJ
38168 RETURN
38178 DATA 72,138,72,174,156,6,189,176
,6,141
38188 DATA 18,212,141,24,288,189,288,6
,141,23
38198 DATA 208,238,156,6,184,178,184,6
4,14,104
38288 DATA 169,7,168,168,162,6,32,92,2
28,96
38218 DATA 169,1,141,156,6,76,98,228,1
62,178
30228 DATA 156,170,156,170,156,178,156
,170,156,178
38230 DATA 156,178,156,178,156,178,156
,162,284,284
38240 DATA 204,204,14,0,0,8,0,8,8,8
ANALOG COMPUTING
MAY 1985 / PAGE 79
DOES YOUR COMPUTER
THNK FASTR THN
IT CN PRNT?
Most computers do. That's why they're
computers and not printers. That's also why you
need the PRINTER BUFFER from Digital Devices.
The PRINTER BUFFER accepts information at
your computer's high speed, stores it (up to 32
pages at a time), then re-transmits at the slower
speed required by your printer. So you and your
computer can go on doing what you do best —
thinking and working. Instead of waiting.
The PRINTER BUFFER works with any
standard "Centronics" parallel computer or
printer, including Digital Devices' U-PRINT
printer interfaces for Apple, Atari, and Com-
modore computers. Available in 16K, 32K or 64K
models. The PRINTER BUFFER is user-expandable
in 16K increments. Perhaps best of all, the
PRINTER BUFFER comes complete with all
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sive user's manual, a one-year limited warranty
— and a price tag starting at $119.95.
Call our Toll Free number, (800) 554-4898,
for the dealer nearest you.
PRINTER IMUai]
from
DIGITAL DEVICES §>
Corporation
430 Tenth Street, Suite N205
Atlanta, Georgia 30318
In Georgia, (404) 872-4430
■ 198^ by Digilal Devices Corporation. Apple, Atari, and Commodore
are registered trademar!<s of Apple Computers, Inc.; Atari, Inc.; and
Commodore Electronics Ltd. respectively.
lUl Loan Shark
continued
30258 DATA 0,0,0,6,0,0,0,0,0,0
30260 DATA 0,14,0,0,0,0,0,0,0,0
CHECKSUM DATA.
(see page 34]
50 DATA 275,615,999,968,287,293,752,15
2,741,140,177,739,486,511,5,7140
170 DATA 235,189,389,734,411,589,79,77
0,498,391,776,749,753,56,550,7169
380 DATA 222,233,196,219,385,964,575,5
47,405,235,892,444,582,724,963,7586
1070 DATA 581,693,728,938,565,932,933,
936,714,393,513,715,799,212,718,10370
1490 DATA 95,523,442,718,544,948,727,5
80,735,924,328,724,847,727,278,9140
1810 DATA 419,338,958,247,676,812,97,8
14 , 957 , 816 , 289 , 818 , 653 , 820 , 939 , 9653
2170 DATA 14,679,113,79,722,213,681,43
8,525,241,714,383,200,811,87,5900
5100 DATA 485,966,555,836,66,963,969,9
93,428,645,327,86,792,878,847,9836
30010 DATA 738,173,237,201,593,575,213
,687,991,348,788,544,595,57,670,7410
30188 DATA 830,76,821,689,247,241,637,
233,497,4271
PARTS/SERVICE FOR ATARI* COMPUTERS
FLAT SERVICE RATES BELOW INCLUDE
PARTS AND LABOR, 60-DAY WARRANTY
800 Compuler Repair
, S65.00
810 Disk Drive Repair
379.50
. $6750
600XL Compuler Repair . .
S6500
850 Interlace Repair
S60.00
1200XL Compuler Repair
S65.00
410 Data Recorder Repair
S42.50
INTEGRATED CIRCUITS
REPLACEMENT/
GTIA Chip C014805
upgrade with instritclions
S11.50
BACKUP
lOK Rev. B OS Upgrade lor 400/800
BOARD SETS.
3-Chip ROM set with instructions
S1250
Pokey Chip C012294
5850
800 OK
Antic Chip C012296
S10.50
800 48K
SI 22.50
PIA Chip C014795
SHOO
SI 5.00
S12 50
400 OK
S52.50
Basic ROM sel
810 Board Sel
S1 10.00
All Boards complete with ICs. etc
MODULES/CIRCUIT
Keyboards not included
BOARDS. ..complete with IC's
MISC.
16K RAW Memory IVlodule
CX853
$24.50
810 Rear Board/Analog Board Upgrade
800 10K Rev. B OS Module
$18,50
with 10-pin jumper
800MOO CPU Board wiltl GTIA
$24,50
and mslructions
S39.50
800 Mam Board
S2850
Editor Assembler
$25-00
400 Main Board
$26,50
BASIC Carlridge
400 Main Board w/o ICs
$8,50
wM Case. Manual
S23.50
800 Power Supply Board
$10,50
Cartridge Circuit Boards
S3.50
810 Data Separator Board
Non-Atari" Cartridge Boards
SI. 50
upgrade wilti instructions
$25,00
Replacement 810 Drive Mech
S85.00
810 Side Board w/o Sep & 1771
$43,50
Replacemenl Power Transformer
SI 6.50
810 Rear Power Board
$25,00
SAMS Service Manual
810 Analog Board
-316,00
for 800 or 4O0
S17,50 ea
AMERICAN TV
415-352-3787
Mail Order and Repair 15338 Inverness St., San Leandro, CA 94579
Retail Store 1988 Washington Avenue, San Leandro, CA 94577
Terms; We accopl money orders, personal checks or C D.s VISA, MasterCard okay on orders
over S25.00. No personal checks on C.O.D,
Shipping. S4 00 shipping and handling on orders under 5150.00. Add S2 00 tor C.O.D, orders Cali-
fornia residents include 6V2% sales lax Overseas shipping extra
Prices subject to change without notice. We reserve the right to limit quantities. Sales limited to
stock on hand. Above units repaired or exchanged with rebuildabfe exchange. Include S7.00 return
shipping and insurance.
Foreign shipping extra.
Much more! Send SASE for free price list.
Repair/upgrade services available. Call. 'Atari is a registered trademark of Atari Corp.
CIRCLE it^32 ON READER SERVICE CARD
CIRCLE #131 ON READER SERVICE CARD
PAGE 80 /MAY 1985
ANALOG COMPUTING
Li;co Computer Marketing & Consultants
'■PEOPLE WHO KNOW WHAT THEY WANT AND KNOW HOW TO USE IT RECEIVE THE LOWEST PRICES AT LYCO"
^^ I SAVE " PRINTERS I ^^
AXION
GP 550 AT (Atari) 249
GP 550 CD C-64) 249
GP 550 PC (IBM) 239
GP 550 AP (Apple) 279
GP 700 AT (Afari) 459
GP 700 AP Apple) 459
Elite 5CD (C-64) 329
BLUE CHIPS
M12010 $275
M120)0 C-64 $276
C. ITOH
Prowriter 8510 AP 279
8510 BC2 389
8510 BP1 319
8510 SP 379
8510 SR 429
8510 SCP 459
8510 SCR 479
7500 AP 205
7500 AP 245
1550 P 449
1550 BCD 489
A-10-20-P ....459
F 10 40 PU or RDU 888
F10 SSPU or RDU 1069
CARDCO
LQ1 369
LQ3 279
CITIZEN
MSP-10 329
MSP-15 499
MSP-20 479
MSP-25 649
COMREX
CR-II-EC Comriter HE Parallel 359
CR-II-ES Comriter II E Parallel 379
CR-IV-C Comriter IV Parallel 689
CR-IV-S Comriter IV Serial 689
Corona
LP300 Laser Prmler 2699
200361 Toner Cartridge.. . 89
DIGITAL
DEVICES
16K orinler buffer 99 75
32K printer buffer 119 75
64 K printer buffer 169 95
EPSON
RX-80 225
RX-80 FT- 279
FX100' 579
JX 80 529
LO 1500 P 1089
LQ 1500 S 1149
HI-80 Color Plotter 399
JUKI
Juki 6100 379
RS 232 Serial Board 55
Tractor 119
Sheet Feeder 209
Juki 6300 769
LEGEND
1080.
1200.
.219
.239
.249
iC PRINTER ^
INTERFACING
Available
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Spirit 80 255
IVfTL-ieOL 549
MTL-180L 739
NEC
NEC 8025 $699
NEC 8027 $359
OKIDATA
Okimate 10 179
82A 295
84 645
92 349
93 565
92lmagewriter 425
92 IBM Version 349
OLIVETTI
DY 250 Parallel 739
DY 250 Serial 729
DY 450 Parallel 1099
DY 450 Serial 1079
PANASONIC
1090 189
1091 259
1092 395
1093 589
3151 459
Smith Corona
f^aslexf 80 189 00
D100 ... 21900
D200 399 00
D300 519 00
LI 000 339 00
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SG-10 219
SG-15 379
SD-10 339
SD-15 445
SR-10 489
SR-15 585
Powertype 309
Gemini 10X CALL
Gemini 15X CALL
SB-10 CALL
MONITORS
MODEMS
DISK DRIVES '
AMDEK
300 Green 125
300 Amber 139
310 Amber IBM 155
Color 300 Audio 245
Color 500 Composite 369
Color 600 429
Color 700 495
Color 710 569
GORILLA
12" Green 78
2" Amber 84
NEC
JB-1260 Green 95
JB-1201 Green 135
JC 1215 Color 235
JC 1216 RGB 375
JC1460 Color 265
JB-1205 Amber 139
PANASONIC
DT 1300 RG1 composite 329
PRINCETON GRAPHICS
MAX-12 Amber 189
HX-12 RGB 475
SR-12 RGB 599
ATARI
800 XL Computer CALL
1050 Drive 169
1010 Recorder 44
1020 55
1025 185
1027 239
850 109
SYNAPSE
(ATARI)
Synfile 34.95
Syncalc 34.95
Syncomm 27.95
Syntrend 27.95
Synchron 27.95
Synstock 27.95
SAKATA
SC-100 Color 219
STS1 Stand 29
SG 1000 Green 99
SA 1000 Amber 109
TAXAN
210 Color RBG 249
115 Green 119
116 Amber 125
400 Color RGB 275
410 Color RGB 339
420 Color IBM 429
121 Green IBM 139
122 Amber IBM 145
X-TRON
Comcolor 1 Composite Green. 199
ZENITH
ZVM 122A Amber 84
ZVM 123G Green 75
ZVM 124 Amber IBM 129
ZVM 131 Color 275
ZVM 133 RGB 389
ZVM 135 Composite 449
ZVM 136 Hi Res Color 589
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Flip-n-File 10 3.50
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Flip-n-File 50 17.25
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Flip-n-File Rom 17.25
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Solo Flight 22.75
NATO 22.75
Spitfire Ace 19.95
F-15 Strike Eagle 22.75
GRAPHIC TABLET
Super Sketch 32.95
Koala Pad 59.95
MICROBITS
MPP 1000 E (Atari)
99.00
HAYES
Smartmodem 300
..189
Smartmoden 1200
..459
Smartmoden 1200B
.389
Micromodem HE
.249
Micromodem 100
..289
Chronograph
Smart Com II
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...75
INDUS Atari
$219.00
m i l i ll rW l ll i y i H i l i HU i I i t i l i l li t l t n j iuMttMtttttMt^ttMMMMtMM
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Flight Simulator II 32.75
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Mastertype 24.75
Improved Mastertype 24.75
Mastertype's Filer 24.75
SSI
Baseball 22.75
Question 26.75
50 Mission Crush 22.75
Broadsides 22.75
Computer Ambush 34.75
SPINNAKER
Delta Drawing Room 19.95
Cosmic Life Fioom 19.95
Up for Grabs Room 19.95
ADVENTURE
Dishey 29.95
Ultra Disassembler 29.95
BRODERBUND
Bank St. Writer 42.75
The Print Shop 29.95
Serpent's Star 24.75
Spelunker 19.95
Stealth 19.95
BUSINESS
VISICALC .. : . $159 75
LETTER PERFECT R 59 00
DATA PERFECT $89.75
FILE MANAGER $69 75
HOME FILE MGR $69.75
: .'■' ^Xv*
MAXELL
5%" MD-1 16 99
- - - -"^
5V4" MD-2 23.75
SKC
(Box 10)
51/4" SKC-SSSD
51/4" SKC-SSDD
'^°^"' ELEPHANT
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.10.99 ^^^ 5V4" SSSD 13.99
51/4" SKC-DSDD ..
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1
TOLL FREE 1-800-233-8760
TO ORDER
CALL TOLL FREE
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Of send order to
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CIRCLE #133 ON READER SERVICE CARD
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In-slock Item shipped withm 24 hours of order No deposit on CO D
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For your protection, we check for stolen credit cards.
ENHANCEMENTS TO BASIC
FIRST BYTE
P.O. Box 32
Rices Landing, PA 15357
Disk $14.95
by Bob Curtin
I have friends who own (dare I say it?]
that other computer. They poke fun at
Atari BASIC with its lack of string ar-
rays and its snail-like math package.
"Why don't you get yourself a rea]
computer?" they scoff.
"Your mama," I retort. My quick wit
is legend in these parts.
Those of us who've been with Atari
BASIC for any length of time know pret-
ty much how to work around these limi-
tations. Besides, with its error checking,
graphics and sound commands, plus its
easy interface with assembly language
subroutines, its benefits far outweigh its
detriments.
Still, there are times when I've looked
wistfully at some of the neat commands
and functions available in CP/M's M-
BASIC and in versions of BASIC for the
Atari other than Atari BASIC.
When you need such things as re-
numbering, block delete, trace, renam-
ing variables, accessing DOS functions,
and so on, the lack of these fosters a
study in frustration. True, there are ex-
ternal programs which will accomplish
these things, but it involves saving the
program you're working on, loading up
the utility, reloading your program and
then doing it to it. Not exactly the epit-
ome of efficiency. In fact, it's a royal
pain.
A company called First Byte now pro-
duces Enhancements to BASIC: A Better
BASIC for Your Atari. It is just that. A
better BASIC. It's a program which cre-
ates a boot disk with all of the above
(and more) integrated into Atai'i BASIC,
so that the additionsil functions are avail-
able on command — without changing
disks or loading programs.
To use it, simply boot it up without
the BASIC cartridge or by holding down
OPTION on the XLs. ETB takes the place
of the BASIC cartridge or the built-in
BASIC in the XL machines.
ETB supports forty new commands,
only two of which are program mode
coinmands. The other thirty-eight are
immediate mode commands, which are
used for help in programming. Some
perform functions available elsewhere,
but which require external programs to
implement.
A number of the commands support-
ed ai-e: NUM-automatic line numbering;
REN-renumber program lines; DEL-is to
delete a block of program lines; LVAR-
list the variables in a BASIC program;
SVAR-search for lines containing a spe-
cific variable; CVAR-change a variable
name; DUMP-send anything which goes
to the screen editor to the printer in-
stead; and SCREEN-cancels the DUMP
command.
In addition to the above, there are
commands which allow you to access
DOS functions directly through BASIC,
instead of having to load in the DUP.SYS
as you would normally. All of the DOS
functions are available except the dupli-
cating, binary functions, writing DOS
files and, of course, run cartridge. (How
many times have you wanted to check
out the disk directory on a disk during
a heavy programming session?] This
alone is worth the price of ETB, but
there's a lot inore.
What makes this such a great little
program is that it's both upward and
downward compatible. Since the new
commands, witli the exception of TRON
(trace on) and TROFF (trace off) are im-
mediate mode, tliere's no trouble at all
with using ETB with old or new pro-
grams, and then running them either
with ETB or Atari BASIC.
One of the nifty features available to
CP/M and M-DOS users is the ability to
program individual keys to perform cer-
tain functions. ETB sort of provides the
same feature.
I say "sort of" because, in essence,
It's a program
that creates a
boot disk (with
enhancements]
buiJt into Atari
BASIC, so that
additional
functions are
available on
command.
you can assign strings to some of the
number keys (4 through 0]. There are
default values assigned to these keys to
start with, but they can be redefined to
any string up to thirty characters long.
(The key can be defined as a string of
up to sixty-two characters).
For instance, CTRL-4's default value is
LOAD "D:", and the default value for
SHIFT CTRL-7 is POSITION. Simply
pressing the appropriate key(s) will print
the command to the screen at the cur-
sor position.
I always hated typing a lot of PRNT
#6 or OPEN #1,4,0,"WITCHES.DAT", so
I just assigned them to keys. When I
need either one, I press the appropriate
key and presto.' Believe me, the saving
in keystrokes in a coding session is enor-
mous.
Another great feature is the TRON
command. Again, this is one of the two
program mode commands, TROFF be-
PAGE 82 / MAY 1985
ANALOG COMPUTING
Ki
t4 Review continued
ing the other. TRON, when implement-
ed, will trace through the program line
by line, and you can choose from a va-
riety of displays, as well as dumping the
trace to a printer.
This last option is invaluable if you've
got a particularly knotty bug in a pro-
gram and need a hard copy of the pro-
gram flow. Multiple nested loops with
outside subroutines — or, for that matter,
any convoluted algorithm — benefit a
great deal from this feature.
ETB is not perfect. There are a num-
ber of commands which take up valuable
memory space and are of rather limited
value. For instance, ETB provides you
with the ability to adjust the keystroke
and repeat timing. Also, for those of you
with XLs, you can shut off the keyclick.
There's more, but I'm sure you get the
idea. ETB does provide you with the op-
tion to use differing levels of the com-
mands available, thereby freeing mem-
ory if you need it. This is definitely a
smart feature.
ETB comes with a program disk and
documentation which, though complete,
reminds me of the old APX documenta-
tion. Let's just say it's without frills.
The reason for this is probably the
same reason that ETB impressed me so
much. You get this professional-level
program and the no-frills documenta-
tion for a measly $14.95, including ship-
ping and handling! I don't care who you
are; that's a deal in anyone's book.
If you want to make your life easier,
save yourself countless hours of pro-
gramming time, and can part with the
price of a bottle of Scotch, Enhance-
ments to BASIC is for you. D
Bob Curtin is a machinist who got into
computing in 1982, when he bought an
Atari 800. He uses his computer for writ-
ing, programming, teJecommunications,
and the more cerebral games. His am-
bition is to write the definitive computer
baseball game.
JLS LANGUAGE SYSTEMS
JLS BASIC Compiler for
Sophisticated Programers that have a
64K ATARI Home Computer and Disk Drive
The DOS/CP (Control Program):
-replaces the DUP of ATARI DOS, using all 62K RAfvl of XL and XEs,
-relocates programs as they are LOADed in and maintains a directory of programs
so more than one may be LOADed in RAfvl at any one time,
-lets programs be KILLed from RAM,
-links programs so that one program can provide subroutines to several other
programs that are also LOADed in an provides several powerful subroutines itself
for other programs to use,
-has several flexible built-in commands and a batch mode,
-supports ATARI 850 RS-232 interface module and has a useful terminal program
with upload/download capability.
The BASIC compiler:
-has four variable types: BYTE, BINARY, FLOAT, and STRING, each of which can
have up to three dimensions,
-provides the power to DEFine function and procedure subroutines that permit
parameter passing and even recursion!
-is fast! does the screen fill benchmark in only 279 jiffies,
-is not compatible with ATARI BASIC because of its added power.
When PASCAL is released (by fourth quarter 1985), BASIC programs can be linked
to PASCAL so your PASCAL programs can use subroutines already written and
compiled in BASIC and vice versa.
$65.00 (check or money order) no shipping charge in USA
JLS Software
4424 Auburn Road
Huntington, WV 25704
(Atari is Tlvl of ATARI, Inc.) (Dealer inquiries invited)
CIRCLE #134 ON READER SERVICE CARD
introduces
DR. P.D. QUICK, D.D.
Dr. Quick Explains Buying
On Margin, And Discloses
THE HIDDEN
HEALTH BENEFITS
Of Using PDQ Disl<ettes
Q. Doctor Quick, your PDQ Disks are
doublfrdensity. Will they work in my
single-density disk drive?
A. Ja. Oti, ja, they work so good, I am telling
you, yes! They work like a chum.
Q. Aren't your PDQ Disks better than I really
need?
A. I should hop so! We make sure it is better,
not just this much, but this much, and then
some. Double density, ja, and 48 tracks per
inch, certified. And people is using them
right now at 96 TPI, is that better yet? You
betcha my life!
Q. So why should I pay for quality I don't
need?
A. I can't believe what my ears are telling me!
You don't know of the buying on margin?
You got always to buy on margin.
Everything!
Q. Buy on margin?
A. I am drawing you a hyperethical case. You
are going to put a steering column in your
car, okay? For ten dollars you can get one
that will last you two, mayt)e three years.
Then one day it turns to peanut butter
while you're driving, and blooey!
For twelve bucks, let's say it, you can buy a
steering column to last five years. For thir-
teen fifty you could get one to last 24
zillion years, give or take a zillion. Which
one do you go for?
Q. You're talking atxxjt a margin of safety,
tlien.
A. You got it. A margin. You like to live
dangerous, maybe? Go for the oheapie,
save a buck or two. You got better smarts
than that? You buy on margin when you
get a steering column. Or a disk.
Q. I see your point.
A. No, that is before the point. Now I tell you
the point. You ready?
You buy on margin and get tietter than you
need; you smile more, right? Fewer
wrinkles in the forehead. Your food goes
down nicer. All those tension backaches,
they go away. Your doctor looks you over
and says, "It's a miracle! 1 can't t>elieve
such perfection in a human person!"
So, you going to chisel? Or do you show is
nicht so empty up here, and buy on
margin?
PDO — Premium Disk Quality — Diskettes are
Double-Sided (yes, they'll work in your 810 Drive)
as well as Double-Density, and carry a 21-year
replacement warranty — and even a 30-day money-
back guarantee.
AND AN EXTRA VALUE! To introduce our new
line of "NameBrand" disks, we'll even inscribe
your name in bright golden letters on each disk at
no cost!
PREIVIIUM QUALITY AT A REASONABLE
PRICE. NameBrand Disks are $39.90 a box (10
disks). For 5 boxes or more: $34.90/box.
PLUS AN INTRODUCTORY OFFER. For
orders mailed before May 31, 1985, deduct $10.00
per box. We're Ihal sure you'U reorder NameBrand
PDQ's once you've seen them and tried them!
AND AN OPPORTUNITY. WiUi each order is in-
cluded a free Opportunity Dislc. Boot its program
into a ASK or 64K Atari, and give some thought to a
business of your own.
Please add $2.(XI to your order for postage & handl-
ing (USA and Canada; others add $4.00). NYS
residents add 7% sales tax. Rush your order to:
13 White St, Dept. 28
Seneca Falls, NY 13148
Alarf^ is a registered trademark of Atari Corporation
Senecom^ is a registered trademark of Seneca
Computer Company, Inc.
ANALOG COMPUTING
MAY 1985 / PAGE 83
WE'LL
MCIEASE
YQII
SIBRACE
TRIPLE
SPEED!
But Don't Take Our Word for It
. . . Ask Analog Computing
Look elsewhere in this issue for the
review; Analog Computing agrees.
Our hardware/software combina-
tion will make your Atari really
perform!
US Doubler increases your storage
to 180K, and is totally compatible
with other double-density disks, all
DOS for Atari, and all Atari 1050
disk drives.
And with our SpartaDOS, US
Doubler will triple speed!
That's a winning combination!
Best of all, we'll supply the new
SpartaDOS 2 absolutely free when
you buy US Doubler.
A hardware/software combination, installation
required, complete instructions provided.
Available through Dealers
or Direct
$69.95
Plus $4 Shipping and Handling
ICD, Inc.
1220 Rock Street, Suite 310
Rockford, IL 61101-1437
(815)229-2999
Be the
TRAIN
Play this fast-paced computer video game
that's so true-to-life that a major railroad indi-
cated they use it in dispatcher training.
TRAIN DISPATCHERS 24 displays help you
make crucial decisions, RAPIDLY. You're under
pressure, but in control — throwing switches,
clearing and cancelling signals, constantly ma-
neuvering both east and westbound trains.
Keep the tracks clear ahead of all your trains
and watch your score go up!
Action packed, yet non-violent, TRAIN DIS-
PATCHER'S 5 levels of play challenge players
from age 8 to 80. Work your way up from "Cub
Dispatcher" to Chief Dispatcher" or even "Train-
master. "
Created by designers of computerized traffic
control systems for operating railroads, TRAIN
DISPATCHER will increase your appreciation
for actual railroad operations.
TRAIN DISPATCHER comes complete with
Instruction Manual and keyboard template.
Color TV Recommended
29
CHECK ONE;
Vic 20'" Tape D or Disk D
(Requires 16 K Memory Expander) . . . ($24.95)
Atari* 800 Tape D or Disk D
(Requires Basic) ($24.95)
Atari" 400 Tape D
(Requires Basic) ($24.95)
Commodore'" 64 Tape D or Disl( D , . . ($24,96)
Appla ir, 11+ and lie Disk D ($29.95)
Manual Only D ($4.00 if purchased separately)
Name .
City.
State .
.Zip.
USA & CANADA add $2,60 postage & handiing
($4.00 foreign) for eacfi game ordered. All payments
must be in USA funds, all foreign payments must be
against USA banks. PA residents add 6% state sales
tax. Or charge to:
D Master Card
Card No
n VISA Exp, Date.
Signature .
CIRCLE #135 ON READER SERVICE CARD
SEND TO:
SIGNAL COMPUTER CONSULTANTS, LTD,
P,0, Box 18222 • Pittsburgh. PA 15236
(412) 655-7727
CIRCLE #136 ON READER SERVICE CARD
ASTRA 1620
LIMITED QUANTITIES
$349.00
PLUS $10.00 SHIPPING
INCLUDED ...
SMARTDOS
ASTRA 2001
ASTRA BIG D
549.00
$645.00
(INCLUDES SMART DOS AND MY DOS)
DESK SET $39.00
COMPLETE DESK PACKAGE
CALENDAR
CALENDAR is a perpetual calendar, an appointmeni
calendar and also a card file. Tfie perpetual calendar
is a calendar of every month, past, present or future.
The appointment calendar allows up to 15 entries to
be made each day.
CARD FILE
The card file is a mail list program which holds up lo
200 addresses. The printing format of card file in-
cludes continuous lists, labels or envelopes. Files can
be printed; all the files from one file number to
another; by zip code; by state or by selected files.
LEHER WRITER
LETTER WRITER is a preformatted letter writing pro-
gram. LETTER WRITER can be used for any number
of applications involving entering, editing and printing
text. LETTER WRITER is designed to be easy to use
and does not require extensive training. While LET-
TER WRITER is not a full word processing system, it
performs 90% ol the functions used by harder to use
and more expensive word processors. DESK SET
also contains a program thai allows you to combine
Card File and Letter Writer for interaction.
FINANCIAL CALCULATOR
FINANCIAL CALCULATOR answers virtually any
questions concerning the cost of money, loans, and
interest earned on savings, loans and investments.
Plus, this program will give a complete interest earned
table and amortization table. This program is a must
for anyone serious about money.
FORECASTER
Forecast future events based on past information.
Forecast profits, costs, sales trends, prices test
scores, virtually anything. Edit, save on disk and test
various elements lo determine the outcome.
FORECASTER is a powerful "what if" program - a
must for business.
Two drive - double density - 48K required.
MasterCard/VISA
The Programmers Workshop
24686 Redlands Blvd.
San Bernandino, CA 92408
PHONE (714) 796-6821
CIRCLE #137 ON READER SERVICE CARD
1 6K Cassette or
24K Disk
GRAPHICS
•ft
if *'''i|!l!|
"'^ •"mimm"'
pr
by Graham L. Potter
Ever since the first model 400 rolled off the assem-
bly line, salespeople have touted Atari computers as
colorful machines. Fascinating graphics demonstra-
tions display brilliant rainbows, and even word pro-
cessors include the variety and friendliness of multi-
colored screens. With a simple BASIC command, any
user can change the hue and luminance of his screen
to any of 128 available combinations.
The more knowledgeable users are aware that cer-
tain GTIA graphics modes support twice as many
different shades, for a total of 256. With such a selec-
tion, how is a programmer to know what color he
wants to use? No doubt, many have experienced the
lengthy process of trying one color value after an-
other, until the proper display is reached.
Two-Fifty-Six comes to the rescue. It will exhibit
all of Atari's 256 colors on the screen simultaneous-
ly. Cast aside the myth that only 5 colors are allowed
at one time! A beautiful display is achieved by the
demonstration of more color than most computer
users can imagine.
At the end of the rainbow. . .
When Two-Fifty-Six is RUN, it will display a sim-
ple title screen while it sets up the color chart. After
a wait of about twenty seconds, the view will switch
to a dazzling grid pattern of all 256 colors in the Atari
spectrum.
The chart is arranged in sixteen rows of sixteen
columns, with one color across each row and one
luminance down each column. The hexadecimal
numbers at the sides, top and bottom tell the inter-
nal values corresponding to each color.
Select colors for use in a program, or merely ad-
mire the power that your computer is demonstrating!
ANALOG COMPUTING
MAY 1985 / PAGE 85
4t Two-Fifty-Six
continued
When you're satisfied, press START, SELECT or OP-
TION to exit Two-Fifty-Six.
. . . Lies a pot of treasure.
For programmers, Two-Fifty-Six will reveal the
POKE and SETCOLOR values that correspond to each
hue and luminance. The hexadecimal values appear-
ing at the sides, top and bottom of the chart give the
necessary values, depending on the method to be
used.
For use in SETCOLOR commands, take a num-
ber from the left or right side and convert it to
decimal (A = 10, B = ll, C = 12, D = 13, E = 14, F = 15)
for the color, and use one from the top or bot-
tom for luminance.
For use in POKE commands to color registers
[for player/missile graphics, perhaps), convert the
color value to decimal, multiply it by 16 and add
the luminance value.
For machine language programming, the hex-
adecimal values themselves can be used, with
the color value as the first digit and the lumi-
nance value as the second.
Remember that the odd numbered luminances will
look no different from the even ones, except in GTIA
modes.
How it works.
Two-Fifty-Six uses screen flipping, a technique
seen frequently on other computers but rarely em-
ployed on the Atari. The title screen is displayed on
a text screen that the user watches while the com-
puter sets up the color chart on a graphics screen in
memory.
After setting up the title screen in Lines 620-710,
RAMTOP (location 106) is changed to "protect" that
display while the grid is being set up on a graphics
9 screen. Lines 160-290 plot the numbers and arrange
the display list interrupts that allow the extra colors.
Special codes for the character graphics are stored
in Lines 300-610. Finally, Line 230 will "flip" the dis-
play to the newly formed graphics screen.
National
1-800-328-1226
Ask for computer sales
(orders only)
SPECIALS
Pac Man, Star Raiders & pr. Atari Joysticl<s 30.00
Pac Man or Star Raiders 10.00
1050 Disk Drive 160.00
1030 Modem 79.95
Sparta Dos 35.00
Atariwriter 40.00
BMC BM12EUY 12" High Res Amber 70.00
5 1/4" SS/DD Disk W/Sleevs (25 Pack) 29.95
Kraft Single Button Joystick 8.95
Kraft Switch Hitter Joystick 9.95
MPP 1000C Modem 119.95
US Doubler from ICD 60.00
ORDER TOLL FREE
Hrs. M-F 10:00-5:30 (CST)
MISCELLANEOUS
ORDERING INFORMATION...
To order, call toll free or send by mail. For fastest ser-
vice use your Visa or Master Card (include card ft and
exp. date), or send a money order or cashier's check.
Allow 2 weeks for personal checks to clear. Add 3%
(minimum 3.50) for shipping. f\/linnesota residents add
6% sales tax. We also ship COD. Return Policy: Call
Customer Service # For RA #. Credit or defective ex-
change only.
Customer Service 61 2-784-681 6
)m^
Minnesota
1 ■800-626-2345
Ask for computer sales
(orders only)
PRINTERS
BMC BX80 (80cps, Friction or Tractor Feed,
Epson Compatible) 209.95
Epson RX80 239.95
Epson RX80FT 279.95
Epson RX100 429.95
Epson FX80 399.95
Epson FX100 849.95
Epson MX/RX/FX80 Ribbons 5.95
BMC 8X80 Ribbon 7.95
MPP 1150 Interface 69.00
Cardco AT Printer Interface 59.95
Atari 850 Interface 139.95
UPrint Printer Interface 69.00
BMC 91 91 U -I- 13" Color 229.95
BMC JJ1202G 12" Green 99.95
BMC Monitor Stand 24.95
Interex Monitor Cable (5 pin din to 4 RCA) 6.95
MONITORS
LOOK!
All software for your Atari is available at 25% off suggested retail prices.
GTA^^SALES ffie^SsW
Minneapolis, MN 55432
CIRCLE #138 ON READER SERVICE CARD
PAGE 86 / MAY 1985
ANALOG COMPUTING
dt Two-Fifty-Six
continued
The final word.
Even for non-programmers, Two-Fifty-Six is a mag-
nificent demonstration of the graphics capabiUties
of the Atari computers. It also serves as an invalu-
able utility for all Atari users. Unfortunately, it will
not operate on Atari 400s and 800s that contain no
GTIA chip. D
Graham L. Potter of began programming in the
fourth grade and now operates a private business,
Cyberphenia Internationa], designing software to suit
his clients' needs. A senior in high school and mem-
ber of the Greater Richmond Atari Support Program,
he enjoys writing, math and poetry.
Listing 1.
BASIC listing.
lee REM MKMKWKlCKlOCMMMMlCKMKmClC
110 REM * ATARI COLOR CHART *
128 REM » by GrahaH Potter »
130 REM KKKKKKMICItKMKltKKMMKmClC
140 REM
150 GOSUB 620
160 FOR fl=0 TO 15: COLOR 15:K=A»4+8: V=5
:GOSUB 250 :Y=176: GOSUB 250 5 Y=A»10+15 :X
=4:GD5UB 250 :X=73:G0SUB 250
170 COLOR A: FOR I=A«4*8 TO A»4+11:PL0T
I,16:DRAUT0 I, 175: NEXT I: NEXT A
180 DATA 216,72,173,19,6,24,105,16,141
,19,6,141,10,212,141,26,208,104,64,0
190 RESTORE 180:F0R 1=1536 TO 1555:REA
D A SPOKE I, A: NEXT I: POKE 512,0: POKE 51
3,6
200 DL=Z3+Z4»256:l>=DL+3
210 FOR 1=0 TO 175:IF CI-5J/10=INT f (I-
Sl/lO) AND I>20 THEN POKE D+I,PEEKfD+I
)+128
220 IF PEEKCD+I>=79 OR PEEK tD+IJ=207 T
HEN D=D+2
230 NEXT I:POKE 54286, 192 :P0KE 559, 0:P
OKE 56e,Z3:P0KE 561,Z4:P0KE 623,64:SET
COLOR 4,0,0:P0KE 559,34:P0KE 53279,8
241 IF PEEKC53279}=7 THEN POKE 77,0:G0
TO 241
242 POKE 106, PEEK (106) +16: GRAPHICS 0:E
ND
250 RESTORE 310+AW2e:F0R 1=0 TO 2
260 READ J: PLOT X+I, Y+INT CABSCJ)) :IF J
<e THEN 280
270 READ J:DRAMTO X+I,Y+INT(J}
280 IF J=INTCJ} THEN 260
290 NEXT I: RETURN
300 REM MM
310 DATA 2,8.5,-1,-9.5,2,8.5
320 REM Wm
330 DATA -2,-9.5,1,9.5,-9.5
340 REM B
350 DATA -2,7,9.5,-1,5,6,-9.5,2,4,-9.5
360 REM tBM
370 DATA -1,-5,-9.5,-1,4,5,-9.5,1,3,6,
8.5
380 REM
390 DATA
400 REM I
410 DATA 1,5,-9.5,-1,-5,-9.5,-1,6,8.5,
8
420 REM MM
430 DATA 2,8.5,-1,-5,-9.5,-2,6,8.5
440 REM Wm
1,5.5,-5.5,2.9.5
112 S2I''^-S'"^'5'9-5,1.5.5
460 REM Wm
470 DATA 2,4,6,8.5,-1,-5,-9.5,2,4,6,8.
480 REM MM
490 DATA 2.4,-8.5,-1,-5,-9.5,2,8.5
580 REM WM CIO)
510 DATA 3.9.5,1,3,-7.5,3,9.5
520 REM wm €11)
5?S RSI*-A4^-5'~^'"5.-9.5,2,4,6,8.5
540 REM Mm C12)
550 DATA 2.8.5,-1,-9,5,-2,-8.5
560 REM tEM C13)
570 DATA 1.9.5,-1,-9.5,2,8.5
580 REM Wm €14)
590 DATA 1,9.5,-1,-5,-9,5,-1,-9.5
eeo REM WBM €i5)
610 DATA 1,9.5,-1,-5.5,-1.5
620 GRAPHICS 17:SETC0L0R e,0,0:SETC0L0
R 1,0,O:SETCOLOR 2, 0, :SETCOLOR 3,0,0:
Z1=PEEK €560) : Z2=PEI&K €561)
630 POSITION 1,1:? tte;'<anaiog coHPuti
ng":POSITlON 6,3:? tt6;"proudIy":P0SITI
ON 4 f 5
640 ? tt6 ; "presents" ;CHR$ €14) ;CHR$ €14);
CHRS €14)
650 DL=Z1+Z2«256:P0KE DL+14,7:P0KE DL*
17, 2: POKE DL*24,2
660 POSITION 2,9:? tt6;"HaJl SBBH ";CHR
S€141);" SS3":P0SITI0N 9,12:? tt6;"By
GrahaH L. Potter"
670 POSITION 4,16:? lt6;"PLEA5E MAIT":P
OSITION 0,20:? tt6;"Press START, SELECT
, or OPTION to Exit"
680 POKE 106,PEEK€106)-16:GRAPHICS 9:Z
3=PEEK€560) : Z4=PEEK €561) :POKE 623,0
690 I=PEEK€16):IF I>127 THEN 1=1-128 :P
OKE ie,I:POKE 53774,1
700 POKE 56e,Zl:P0KE 561, Z2 :SETCOLOR 8
,7,4:SETC0L0R 1, 1,6:SETC0L0R 2,0,0!SET
color 3,4,3:setc0l0r 4,0,0
710 ret6rA
CHECKSUM DATA.
fsee page 34]
100 DATA 838,713,456,847,86,985,57,217
,591,45,920,509,660,147,368,7439
242 DATA 50,201,424,224,235,763,70,357
,78,112,86,33,94,361,102,3190
390 DATA 86,82,231,90,939,98,344,106,2
40,114,951,807,166,816,776,5846
540 DATA 825,385,834,378,843,689,824,7
1 , 728 , 398 , 363 ,39,53, 662 , 205 , 7297
690 DATA 292,128,596,1016
256!
ANALOG COMPUTING
MAY 1985 / PAGE 87
READER SERVICE # A DVERTISER PAGE #
114 Abby's Discount Software 53
122 Active Software 68
111 Advanced Interface Devices 27
103 Allen Macroware 12
132 American TV 80
— ANALOG Publishing IFC, 3, 4, 31, 58
113 Astra Systems 38
141 At-At Glance 30
— Batteries Included OBC
108 C.A.R Software 23
107 C.D.Y. Consulting 22
125 Centurian Enterprises 68
104 Gomputability 13
128 Computer Creations 73
121 Computer Games Plus 68
105 Computer Palace/Royal Software 17
101 Computers Made Simple 7
102 Computer Software Services 10
131 Digital Devices 80
130 Draper Software 78
109 Eastern House 25
138 GTA, Inc 86
126 Handi Pubiisfiing 68
This index is an additional service. Wliile every effort is made to provide a complele
READER SERVICE # ADVERTISER PAGE »
120 Happy Computers 67
135 ICD, Inc 84
106 Jesse Jones 20
134 JLS Software 83
119 Lotsa Bytes 18, 65
133 Lyco Computers 81
123 Misty Mountain Software 68
124 MPS 68
117 New Horizons Software 64
137 Programmers Workshop 84
129 Protecto 74, 75
140 Rainbow Starr 30
— Senecom 83
136 Signal Computer Consultants, Ltd 84
118 Source View Press 64
142 Southern Software 30
139 Suncom 88
127 Thompson Electronics 72
116 Wedgwood Rentals 61
115 Whitehouse Computers 60
110 Witt's End 26
112 Xlent Software 37
and accurate listing, the publisher cannot be responsible /or inadvertent errors.
nB Le/Btration ContinuBs.
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Hardware & Software Entertainment System forfipple ' II serm, Commodore 64 <S Atari Computers
CIRCLE #139 ON READER SERVICE CARD
PAGE 88 / MAY 1985
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